An Implementation of Adaptive Tile Subdivision on the GPU
نویسنده
چکیده
In this course, we explain a GPU implementation of adaptive tiling which can be used for several applications such as fitted virtual shadow maps [Giegl and Wimmer 2007] and adaptive ray-bundle tracing [Tokuyoshi et al. 2013] (Fig. 1). For these applications, the render target is split into several tiles adaptively in order to fit an importance map which represents required ray densities, as shown in Fig. 2. This adaptive tiling is done by a quadtree-based recursive tile subdivision. For GPUs, it is optimizable with careful use of synchronizations.
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