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Graph."],"published-print":{"date-parts":[[2014,7,27]]},"abstract":"<jats:p>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. 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Munkberg J. and Hasselgren J. 2007. Stochastic Rasterization using Time-Continuous Triangles. In Graphics Hardware 7--16.   Akenine-M\u00f6ller T. Munkberg J. and Hasselgren J. 2007. Stochastic Rasterization using Time-Continuous Triangles. In Graphics Hardware 7--16."},{"key":"e_1_2_2_3_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-8659.2008.01253.x"},{"key":"e_1_2_2_4_1","unstructured":"Burns C. A. Fatahalian K. and Mark W. R. 2010. A Lazy Object-Space Shading Architecture with Decoupled Sampling. In High Performance Graphics 19--28.   Burns C. A. Fatahalian K. and Mark W. R. 2010. A Lazy Object-Space Shading Architecture with Decoupled Sampling. 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