2015
DOI: 10.1145/2816795.2818104
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A system for rapid, automatic shader level-of-detail

Abstract: Level-of-detail (LOD) rendering is a key optimization used by modern video game engines to achieve high-quality rendering with fast performance. These LOD systems require simplified shaders, but generating simplified shaders remains largely a manual optimization task for game developers. Prior efforts to automate this process have taken hours to generate simplified shader candidates, making them impractical for use in modern shader authoring workflows for complex scenes. We present an end-to-end system for aut… Show more

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Cited by 13 publications
(15 citation statements)
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“…Sitthi‐Amorn et al [SAMWL11] described a GP approach to the problem of automatic procedural shader simplification. Other researchers have also investigated automatic shader simplification by heuristic search methods that simplify programs [OKS, Pel, HFTF15], and by jointly modifying shaders and geometry [WYY*14]. Brady and colleagues [BLPW14] showed how to use GP to discover new analytic reflectance functions.…”
Section: Related Workmentioning
confidence: 99%
“…Sitthi‐Amorn et al [SAMWL11] described a GP approach to the problem of automatic procedural shader simplification. Other researchers have also investigated automatic shader simplification by heuristic search methods that simplify programs [OKS, Pel, HFTF15], and by jointly modifying shaders and geometry [WYY*14]. Brady and colleagues [BLPW14] showed how to use GP to discover new analytic reflectance functions.…”
Section: Related Workmentioning
confidence: 99%
“…He et al [HFTF15] proposed a system that automatically generates level‐of‐detail (LOD) shaders. They also introduced a heuristic model to estimate performance and a fast search algorithm to reduce the simplification process from hours to minutes.…”
Section: Related Workmentioning
confidence: 99%
“…where x and y are the integer pixel coordinates, v is a set of input geometry primitives with attributes, u is a set of uniform parameters (such as camera position and light position), and || · || 2 is the norm, (i.e., L 2 norm used in this paper). Based on the measured rendering time and image error, shader simplification is formulated as a multi‐objective problem in the two‐dimensional cost space (∊, t ), and seeks a Pareto‐optimal solution [SAMWL11,WYY*14,HFTF15]. To consider the variations of geometry primitives and uniform parameters, offline shader simplification usually integrates the error over the domain of each uniform parameter, and averages over different geometry models.…”
Section: Overviewmentioning
confidence: 99%
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