2003
DOI: 10.1145/882262.882347
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Delay streams for graphics hardware

Abstract: In causal processes decisions do not depend on future data. Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures, because future data may change the interpretation of current events.We propose adding a delay stream between the vertex and pixel processing units. While a triangle resides in the delay stream, subsequent triangles generate occlusion information. As a result, the trian… Show more

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Cited by 41 publications
(10 citation statements)
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“…Beginning with a fixedfunction pipeline with configurable parameters, user programmability began in the form of register combiners, expanded to programmable vertex and fragment shaders (e.g., Cg [Mark et al 2003]), and today encompasses tessellation, geometry, and even generalized compute shaders in Direct3D 11. Recent research has also proposed programmable hardware stages beyond shading, including a delay stream between the vertex and pixel processing units [Aila et al 2003] and the programmable culling unit [Hasselgren and Akenine-Möller 2007].…”
Section: Programmable Graphics Abstractionsmentioning
confidence: 99%
“…Beginning with a fixedfunction pipeline with configurable parameters, user programmability began in the form of register combiners, expanded to programmable vertex and fragment shaders (e.g., Cg [Mark et al 2003]), and today encompasses tessellation, geometry, and even generalized compute shaders in Direct3D 11. Recent research has also proposed programmable hardware stages beyond shading, including a delay stream between the vertex and pixel processing units [Aila et al 2003] and the programmable culling unit [Hasselgren and Akenine-Möller 2007].…”
Section: Programmable Graphics Abstractionsmentioning
confidence: 99%
“…As a result, researchers have proposed several modifications to current graphics pipelines [Aila et al 2003;Sugerman et al 2009]. These theoretical systems are heuristic but difficult to implement on current graphics hardware up to now.…”
Section: Related Workmentioning
confidence: 99%
“…Other work on mobile graphics include Akenine-Möller and Ström's work on anti-aliasing, texture filtering, and occlusion culling that are suitable for low-power graphics hardware 21 and Aila et al's work on delay streams for hardware-assisted occlusion culling. 22 Kameyama et al describe a very low-power accelerator for geometry processing and rasterization that has been used in some mobile phones in Japan. 23 There is already a large offering of mobile graphics hardware from even larger number of vendors than on desktop.…”
Section: Hardware Designsmentioning
confidence: 99%