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{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},
}
Return to the search page.
graphbib: Powered by "bibsql" and "SQLite3."