Tessellated Shading Streaming
dc.contributor.author | Hladky, Jozef | en_US |
dc.contributor.author | Seidel, Hans-Peter | en_US |
dc.contributor.author | Steinberger, Markus | en_US |
dc.contributor.editor | Boubekeur, Tamy and Sen, Pradeep | en_US |
dc.date.accessioned | 2019-07-14T19:25:00Z | |
dc.date.available | 2019-07-14T19:25:00Z | |
dc.date.issued | 2019 | |
dc.description.abstract | Presenting high-fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head-mounted displays (HMDs) suffer from thermal and battery-life constraints and thus cannot match the render quality of desktop PCs and laptops. Streaming rendering enables to show high-quality content but can suffer from potentially high latency. We propose an approach to efficiently capture shading samples in object space and packing them into a texture. Streaming this texture to the client, we support temporal frame up-sampling with high fidelity, low latency and high mobility. We introduce two novel sample distribution strategies and a novel triangle representation in the shading atlas space. Since such a system requires dynamic parallelism, we propose an implementation exploiting the power of hardware-accelerated tessellation stages. Our approach allows fast de-coding and rendering of extrapolated views on a client device by using hardwareaccelerated interpolation between shading samples and a set of potentially visible geometry. A comparison to existing shading methods shows that our sample distributions allow better client shading quality than previous atlas streaming approaches and outperforms image-based methods in all relevant aspects. | en_US |
dc.description.number | 4 | |
dc.description.sectionheaders | Interactive and Real-time Rendering | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 38 | |
dc.identifier.doi | 10.1111/cgf.13780 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 171-182 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.13780 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13780 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | Computing methodologies | |
dc.subject | Rendering | |
dc.subject | Texturing | |
dc.subject | Virtual reality | |
dc.subject | Image | |
dc.subject | based rendering | |
dc.title | Tessellated Shading Streaming | en_US |