Genetic Programming for Shader Simplification (UVA TR CS ) Pitchaya Sitthi-amorn, Nick Modly, Jason Lawrence, Westley Weimer
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1 Genetic Programming for Shader Simplification (UVA TR CS ) Pitchaya Sitthi-amorn, Nick Modly, Jason Lawrence, Westley Weimer
2 Motivation: Real-Time Rendering
3 Motivation: Pixel Shaders Most effects and computations occur at the pixel level Pixel shader: a user program that executes at each pixel Fog Lighting Water ripples Soft shadows Environment reflection mapping [Crysis 2]
4 Motivation: Shader Complexity [Norman Rubin]
5 Motivation: Shader Run Time Pixel shaders are executed several times to avoid aliasing 1 sample 16 samples 256 samples
6 Key Insight Most shaders can be simplified with an acceptable loss in detail Output is consumed by human eyes
7 Problem Statement Generate a sequence of simplified shaders
8 Problem Statement Generate sequence of simplified shaders Rendering Time Error
9 Problem Statement Generate sequence of simplified shaders Rendering Time Error
10 Previous Work Olano et. al [2003] Pellacini [2005]
11 Multi-Objective Genetic Programming (NSGA-II): Rendering Time Initialize Sort Select Pairs Crossover Mutate-Evaluate Select Rank 4 Rank 3 Rank 2 Crowding Heuristic Rank 1 Pareto Frontier Error
12 Mutation Operator: Insert 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cost) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * cosi); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
13 Mutation Operator: Insert 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cost) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * cosi) - (cosi * cosi); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
14 Mutation Operator: Delete 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cost) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * cosi); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
15 Mutation Operator: Delete 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cost) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * cosi); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
16 Mutation Operator: Swap 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cost) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * cosi); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
17 Mutation Operator: Swap 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cosi) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * cost); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
18 Mutation Operator: Replacing with its average value 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cost) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * cosi); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
19 Mutation Operator: Replacing with the average value 1.float Fresnel (float th, float n) { 2. float cosi = cos (th); 3. float R = 1.0f; 4. float n12 = 1.0f / n; 5. float sint = n12 * sqrt (1 - (cosi * cosi)); 6. if (sint < 1.0f) { 7. float cost = sqrt (1.0 - (sint * sint)); 8. float r_ortho = (cosi - n * cost) 9. / (cosi + n * cost); 10. float r_par = (cost - n * cosi) 11. / (cost + n * 0.5); 12. R=(r_ortho * r_ortho + r_par * r_par)/2; 13. } 14. return R; 15.}
20 Measuring Error/Performance Original Modified
21 Approximating Error/Performance
22 Approximating Error/Performance
23 Approximating Error/Performance
24 Error/Performance Approximation Validation Cross correlation 0.84 and 0.95 Fitness evaluation time improvement: 100x
25 Test Scenes and Shaders Marble shader procedural noise with Blinn-Phong specular layer (75K triangles) Trashcan shader supersampled (25) environment map (15K triangles) Human Head approximate subsurface scattering of human skin (300K triangles)
26 Marble Shader
27 Marble Shader
28 Trashcan Shader
29 Trashcan Shader
30 Human Head Shader
31 Human Head Shader
32 Marble Shader SSIM & Previous Work (Previous approaches are not well-founded on multi-pass shaders.)
33 Conclusion Graphics shader software simplification Continuous functions Efficiency is critical Output consumed by humans Multi-objective genetic programming approach NSGA-II plus mutation, crossover, tournament k, crowding heuristic Rapid error and runtime (fitness) approximation 2.5x better than previous work at constant error Applies to multi-pass shaders
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