FastAtlas: Real-Time Compact Atlases for Texture Space Shading

dc.contributor.authorVining, Nicholasen_US
dc.contributor.authorMajercik, Zanderen_US
dc.contributor.authorGu, Floriaen_US
dc.contributor.authorTakikawa, Towakien_US
dc.contributor.authorTrusty, Tyen_US
dc.contributor.authorLalonde, Paulen_US
dc.contributor.authorMcGuire, Morganen_US
dc.contributor.authorSheffer, Allaen_US
dc.contributor.editorBousseau, Adrienen_US
dc.contributor.editorDay, Angelaen_US
dc.date.accessioned2025-05-09T09:09:38Z
dc.date.available2025-05-09T09:09:38Z
dc.date.issued2025
dc.description.abstractTexture-space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real-time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real-time per-frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per-frame. Our method combines new per-frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel-to-pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings.en_US
dc.description.number2
dc.description.sectionheadersShady Business: Materials, Textures, and Lighting
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70010
dc.identifier.issn1467-8659
dc.identifier.pages15 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70010
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70010
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies → Rendering
dc.subjectComputing methodologies → Rendering
dc.titleFastAtlas: Real-Time Compact Atlases for Texture Space Shadingen_US
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