Coarse Pixel Shading

Karthik Vaidyanathan, Marco Salvi, Robert Toth, Tim Foley, Tomas Akenine-Möller, Jim Nilsson, Jacob Munkberg, Jon Hasselgren, Masamichi Sugihara, Petrik Clarberg, Tomasz Janczak, Aaron Lefohn

Research output: Contribution to conferencePaper, not in proceedingpeer-review


We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture introduces different mechanisms for programmable control of the shading rate, which enables efficient shading in several scenarios, e.g., rendering for high pixel density displays, foveated rendering, and adaptive shading for motion and defocus blur. We also support shading at multiple rates in a single pass, which allows the user to compute different shading terms at rates better matching their frequency content.
Original languageEnglish
Number of pages10
Publication statusPublished - 2014
EventHigh Performance Graphics, 2014 - Lyon, France
Duration: 2014 Jun 232014 Jun 25


ConferenceHigh Performance Graphics, 2014

Subject classification (UKÄ)

  • Computer Science


Dive into the research topics of 'Coarse Pixel Shading'. Together they form a unique fingerprint.

Cite this