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However, we have yet to see an efficient method for decoupled sampling that can be implemented on current or near-future graphics processors. In this paper, we propose one such algorithm that leverages the capability of modern GPUs to perform unordered memory accesses from within shaders. Our algorithm builds per-pixel primitive lists in canonical shading space. All shading then takes place in a single, non-multisampled forward rendering pass using conservative rasterization. This pass exploits the rasterization and shading hardware to perform shading very efficiently, and only samples that are visible in the final image are shaded. Last, the shading samples are gathered and filtered to create the final image. The input to our algorithm can be generated using a variety of methods, of which we show examples of interactive stochastic and interleaved rasterization, as well as ray tracing.<\/jats:p>","DOI":"10.1145\/2661229.2661245","type":"journal-article","created":{"date-parts":[[2014,11,18]],"date-time":"2014-11-18T14:21:03Z","timestamp":1416320463000},"page":"1-12","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":7,"title":["Deep shading buffers on commodity GPUs"],"prefix":"10.1145","volume":"33","author":[{"given":"Petrik","family":"Clarberg","sequence":"first","affiliation":[{"name":"Intel Corporation"}]},{"given":"Jacob","family":"Munkberg","sequence":"additional","affiliation":[{"name":"Intel Corporation"}]}],"member":"320","published-online":{"date-parts":[[2014,11,19]]},"reference":[{"key":"e_1_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/166117.166131"},{"key":"e_1_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.1080\/2151237X.2005.10129198"},{"key":"e_1_2_2_3_1","unstructured":"Akenine-M\u00f6ller T. 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_4_1","doi-asserted-by":"publisher","DOI":"10.1111\/cgf.12303"},{"key":"e_1_2_2_5_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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