NVIDIA Turing GPU Texture Space Shading (TSS) explained

Posted on Tuesday, October 30 2018 @ 13:22 CET by Thomas De Maesschalck
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In a new blog post, NVIDIA explains the capabilities of Texture Space Shading (TSS), a new shading feature of the Turing GPU. While not limited to this application, NVIDIA notes TSS can improve the performance of virtual reality rendering. You can learn about it over here.
Turing GPUs introduce a new shading capability called Texture Space Shading (TSS), where shading values are dynamically computed and stored in a texture as texels in a texture space. Later, pixels are texture mapped, where pixels in screen-space are mapped into texture space, and the corresponding texels are sampled and filtered using a standard texture lookup operation. With this technology we can sample visibility and appearance at completely independent rates, and in separate (decoupled) coordinate systems. Using TSS, a developer can simultaneously improve quality and performance by (re)using shading computations done in a decoupled shading space.

Developers can use TSS to exploit both spatial and temporal rendering redundancy. By decoupling shading from the screen-space pixel grid, TSS can achieve a high-level of frame-to- frame stability, because shading locations do not move between one frame and the next. This temporal stability is important to applications like VR that require greatly improved image quality, free of aliasing artifacts and temporal shimmer.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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