Bending the Graphics Pipeline

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Talk from SIGGRAPH 2010 and the <a />Beyond Programmable Shading course</a>

Also see <a />publications.dice.se</a> for more material and other DICE talks.

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  • Register pressure not an issue for SPU
  • Foliage: Can’t switch render targets for each draw call to fewer gbuffers, flushes GPU pipeline
  • Detect separation lines, detect feature patterns and based on those blend in the ideal coverage
  • Standard MSAA box filter resolve is naive
  • Standard MSAA box filter resolve is naive
  • Artists that are aware of the algorithm and this problem should be able to work around it in the content in most cases. Could potentially also have them select ór paint which triangles &amp; vertices that should contribute and/or the actual extrusion length on them
  • Deferred shading hits a major memory / BW wall with MSAA and OIT
  • ×