Geometry-aware framebuffer level of detail

  • Authors:
  • Lei Yang;Pedro V. Sander;Jason Lawrence

  • Affiliations:
  • Hong Kong University of Science and Technology;Hong Kong University of Science and Technology;University of Virginia

  • Venue:
  • EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
  • Year:
  • 2008

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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.