Geometry-Aware Framebuffer Level of Detail
Lei Yang, Pedro V. Sander, Jason Lawrence
In Computer Graphics Forum, 27(4), 2008.
Abstract: 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.
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2008.01256.x
BibTeX format:
@article{Yang:2008:GFL,
  author = {Lei Yang and Pedro V. Sander and Jason Lawrence},
  title = {Geometry-Aware Framebuffer Level of Detail},
  journal = {Computer Graphics Forum},
  volume = {27},
  number = {4},
  pages = {1183--1188},
  year = {2008},
}
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