Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Automatic shader level of detail
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Implementing the render cache and the edge-and-point image on graphics hardware
GI '06 Proceedings of Graphics Interface 2006
Illustration of complex real-world objects using images with normals
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Subpixel reconstruction antialiasing for deferred shading
I3D '11 Symposium on Interactive 3D Graphics and Games
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Spatio-Temporal Filtering of Indirect Lighting for Interactive Global Illumination
Computer Graphics Forum
Reducing aliasing artifacts through resampling
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
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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.