2019 IEEE International Symposium on High Performance Computer Architecture (HPCA) 2019
DOI: 10.1109/hpca.2019.00015
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Early Visibility Resolution for Removing Ineffectual Computations in the Graphics Pipeline

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Cited by 12 publications
(7 citation statements)
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“…Visibility Rendering Order (VRO) [8] is a technique that sorts objects in a 3D scene based on the front-to-back order from the preceding frame. Another recent technique is Early Visibility Resolution (EVR) [10] which uses the farthest point for each tile in a frame to predict occluded primitives in the next frame, with the aim of processing those presumably occluded primitives as the final ones. Both VRO and EVR use information from the preceding frame to re-sort the order in which objects/primitives are processed in the current frame to increase the effectiveness of the Early Depth Test.…”
Section: Related Work On Visibility Determinationmentioning
confidence: 99%
See 1 more Smart Citation
“…Visibility Rendering Order (VRO) [8] is a technique that sorts objects in a 3D scene based on the front-to-back order from the preceding frame. Another recent technique is Early Visibility Resolution (EVR) [10] which uses the farthest point for each tile in a frame to predict occluded primitives in the next frame, with the aim of processing those presumably occluded primitives as the final ones. Both VRO and EVR use information from the preceding frame to re-sort the order in which objects/primitives are processed in the current frame to increase the effectiveness of the Early Depth Test.…”
Section: Related Work On Visibility Determinationmentioning
confidence: 99%
“…In particular, fragments that appear behind others (for a given camera viewpoint) are not visible in the final scene. The solution to the visibility problem is not unique and multiple approaches can be found in the literature [8], [9], [10] being the so-called Depth Test (or Z-Test) [11], which performs a visibility test at the pixel granularity, the most widely implemented technique in contemporary GPUs.…”
Section: Introductionmentioning
confidence: 99%
“…Dong et al [25] presented a crowd rendering system which integrates level-of-detail and visibility culling techniques for efficiently rendering an animated crowd. Anglada et al [4] proposed a method to estimate the visibility at two different levels for animated scenes. Koch and Wimmer [21] presented a visibility computation method by sampling locations and determining a potentially visible set of triangles using ray casting.…”
Section: Previous Workmentioning
confidence: 99%
“…The general idea of these visibility culling methods is to save the computational resources for processing geometric primitives that do not contribute to the final image by excluding those primitives at an early stage of the graphics pipeline [1,2]. Many visibility-culling methods use spatial and temporal coherence to improve the efficiency since adjacent geometric primitives or frames show similar visibilities [3][4][5]. Geometric clustering is also useful for visibility culling by processing adjacent primitives together [6][7][8][9][10][11].…”
Section: Introductionmentioning
confidence: 99%
“…Graphics. While integrated GPUs from ARM and Nvidia have been gathered a number of research interests recently [1,7,11], it is challenging to extend the successful optimization tricks to Intel Graphics. To the best of our knowledge, there is virtually no published work that provides detailed insights regarding the methodology of performance optimization on Intel Graphics for various CNN models.…”
Section: Optimization Consideration On Intelmentioning
confidence: 99%