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Researchers Propose New Hardware Shading Technique: Adaptive Multi-Frequency Shading (AMFS)

Researchers describe a powerful new hardware architecture for moderately to finely tessellated geometry, which is not handled well by current GPUs. Learn more about Adaptive Multi-Frequency Shading (AMFS) in this paper and video on Intel Developer Zone.

Josh Bancroft, Blogger

July 8, 2015

2 Min Read

Researchers from Intel and Lund University have proposed a powerful new hardware architecture for pixel shading on moderately to finely tessellated geometry, which is not handled well by current GPUs. They have published a detailed paper and video on the technique, called "AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors".

AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

From the abstract:

We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets.The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.

Download a PDF of the paper and the accompanying video on the Intel Developer Zone.

What are your thoughts on this new technique? Would it help you improve the performance of your games on a wider range of GPUs, or maybe allow you to use more advanced geometry to improve your game's visual quality? Share your thoughts in the comments.

 

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