By Kai Xiao, Gabor Liktor and Karthik Vaidyanathan
Abstract
Decoupled sampling techniques such as coarse pixel shading can lower the shading rate while resolving visibility at the full resolution, thereby preserving details along geometric edges. However, while these techniques can signifcantly reduce shading costs, they also reduce shading quality. In this paper we extend coarse pixel shading with a temporal supersampling scheme that notably improves image quality. We derive multiple shading and visibility samples by jittering each frame using a novel sequence that produces a suitable distribution of samples in both the shading and visibility domain, and temporally resolve these samples to enhance the shading resolution and reduce aliasing. We demonstrate a substantial reduction in shading cost compared to checkerboard rendering, which is another temporal supersampling technique widely used in games today.