Geometry-Aware Framebuffer Level of Detail

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Date
2008
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association and Blackwell Publishing Ltd
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.
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@article{
10.1111:j.1467-8659.2008.01256.x
, journal = {Computer Graphics Forum}, title = {{
Geometry-Aware Framebuffer Level of Detail
}}, author = {
Yang, Lei
and
Sander, Pedro V.
and
Lawrence, Jason
}, year = {
2008
}, publisher = {
The Eurographics Association and Blackwell Publishing Ltd
}, ISSN = {
1467-8659
}, DOI = {
10.1111/j.1467-8659.2008.01256.x
} }
Citation