Geometry-Aware Framebuffer Level of Detail

نویسندگان

  • Lei Yang
  • Pedro V. Sander
  • Jason Lawrence
چکیده

This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade-off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature-preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer-grained control over resource allocation. Finally, we introduce a simple control mechanism that continuously adjusts the amount of resizing necessary to maintain a target framerate. These techniques do not require any preprocessing, are straightforward to implement on modern GPUs, and are shown to provide significant performance gains for several pixel-bound scenes.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Deep Screen Space for Indirect Lighting of Volumes

We present a method to render approximate indirect light transport from surfaces to volumes which is fully dynamic with respect to geometry, the medium and the main light sources, running at interactive speed. This is achieved in a three-step procedure. First, the scene is turned into a view-dependent level-of-detail surfel cloud using fast hardware tessellation. These surfels are lit and repre...

متن کامل

Realistic, real-time rendering of ocean waves

In computer games and other real-time graphics applications, the ocean surface is typically modeled as a texture or bump-mapped plane with simple lighting effects. This paper describes a system for realistically rendering the water surface in real time. Our system can render calm ocean waves with sophisticated lighting effects at 100 fps on a 680 MHz Pentium III with a GeForce 3 graphics card. ...

متن کامل

v9fb: A remote framebuffer infrastructure for Linux

v9fb is a software infrastructure that allows extending framebuffer devices in Linux over the network by providing an abstraction to them in the form of a filesystem hierarchy. Framebuffer based graphic devices export a synthetic filesystem which offers a simple and easy-to-use interface for performing common framebuffer operations. Remote framebuffer devices could be accessed over the network ...

متن کامل

RFC 6143: The Remote Framebuffer (RFB) Protocol Analysis

The Remote Framebuffer protocol, RFB, is a protocol that works at the framebuffer level and used for remote access to graphical user interfaces in order to view and control a remote window system. RFB is applicable to all windowing systems (X11, Windows, Mac), and used in Virtual Network Computing (VNC). This paper provides an analysis for the RFB protocol, including service, components, securi...

متن کامل

Accessible GLSL Shader Programming

Teaching fundamental principles of Computer Graphics requires a thoroughly prepared lecture alongside practical training. Modern graphics programming rarely provides a straightforward application programming interface (API) and the available APIs pose high entry barriers to students. Shader-based programming of standard graphics pipelines is often inaccessible through complex setup procedures a...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • Comput. Graph. Forum

دوره 27  شماره 

صفحات  -

تاریخ انتشار 2008