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.
NVIDIA Turing GPU Texture Space Shading (TSS) explained
Posted on Tuesday, October 30 2018 @ 13:22 CET by Thomas De Maesschalck