GeForce GTX 980 Whitepaper 
MAXWELL: ENABLING THE NEXT 
FRONTIER IN PC GRAPHICS 
 
 
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Figure 12: Voxelization performance with Maxwell hardware acceleration 
Tiled Resources 
DirectX 11.2 introduced a feature called Tiled Resources that could be accelerated with an NVIDIA 
Kepler and Maxwell hardware feature called Sparse Texture. With Tiled Resources, only the portions of 
the textures required for rendering are stored in the GPU’s memory. Tiled Resources works by breaking 
textures down into tiles (pages), and the application determines which tiles might be needed and loads 
them into video memory. It is also possible to use the same texture tile in multiple textures without any 
additional texture memory cost; this is referred to as aliasing. In the implementation of voxel grids, 
aliasing can be used to avoid redundant storage of voxel data, saving significant amounts of memory. 
You can read more about Tiled Resources at this link.  
One interesting application of Tiled Resources is multi resolution shadow maps. In the following Figure 
13, the image on the left shows the result of determining shadow information from a fixed resolution 
shadow map. In the foreground, the shadow map resolution is not adequate, and blocky artifacts are 
clearly visible. One solution would be to use a much higher resolution shadow map for the whole scene, 
but this would be expensive in memory footprint and rendering time. Alternatively, with Tiled Resources 
it is possible to render multiple copies of the shadow map at different resolutions, each populated only 
where that level of resolution detail is needed based on the scene. In the image on the right, each 
resolution of shadow map is illustrated with a different color. The highest resolution shadow map (in 
red) is only used in the foreground when that high resolution is required.