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Velocity & Luminance Adaptive Rasterization (Presented by Intel)

Adam Lake  (Principal Software Engineer, Intel Corporation)

Marissa DuBois  (Senior Graphics Software Engineer, Intel Corporation)

Location: Room 2024, West Hall

Date: Wednesday, March 23

Time: 11:00 am - 12:00 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass - Get your pass now!

Topic: Programming

Format: Sponsored Session

Viewing Experience: In-Person/Virtual

Vault Recording: Video

Audience Level: Yes

Intel

This session is divided into three main sections. First, we will introduce the new DX12 Ultimate Variable Rate Shading API including a summary of recent titles and literature that have taken advantage of Variable Rate Shading both Tier 1 and Tier 2. Second, inspired by research literature in the field, we will share details of our implementation and optimization of a content and motion-adaptive error metric as a demonstration in the Microsoft DIrectX12 MiniEngine. Finally, we discuss the performance and quality tradeoffs of our implementation and share details on how to get access to our implementation.

Takeaway

Attendees will walk away with an understanding of the DX12 Variable Rate Shading API, Intel's Alchemist GPU capabilities with respect to this API, and understand how to implement a content-adaptive variable-rate shading technique that uses the VRS Tier 2 API to control the shading rate of an image

Intended Audience

The intended audience has an intermediate familiarity with 3D APIs but may not yet be familiar with the concept of variable rate shading. Familiarity with DirectX is desirable but not required.