Impostor-based Rendering Acceleration for Virtual, Augmented, and Mixed Reality

Martin Mišiak, Arnulph Fuhrmann, M. Latoschik
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引用次数: 3

Abstract

This paper presents an image-based rendering approach to accelerate rendering time of virtual scenes containing a large number of complex high poly count objects. Our approach replaces complex objects by impostors, light-weight image-based representations leveraging geometry and shading related processing costs. In contrast to their classical implementation, our impostors are specifically designed to work in Virtual-, Augmented- and Mixed Reality scenarios (XR for short), as they support stereoscopic rendering to provide correct depth perception. Motion parallax of typical head movements is compensated by using a ray marched parallax correction step. Our approach provides a dynamic run-time recreation of impostors as necessary for larger changes in view position. The dynamic run-time recreation is decoupled from the actual rendering process. Hence, its associated processing cost is therefore distributed over multiple frames. This avoids any unwanted frame drops or latency spikes even for impostors of objects with complex geometry and many polygons. In addition to the significant performance benefit, our impostors compare favorably against the original mesh representation, as geometric and textural temporal aliasing artifacts are heavily suppressed.
虚拟、增强和混合现实的基于冒充者的渲染加速
本文提出了一种基于图像的渲染方法,以加快包含大量复杂高多边形数对象的虚拟场景的渲染速度。我们的方法用冒名顶替者取代复杂的对象,轻量级的基于图像的表示利用几何和阴影相关的处理成本。与它们的经典实现相反,我们的冒充者专门设计用于虚拟,增强和混合现实场景(简称XR),因为它们支持立体渲染以提供正确的深度感知。典型头部运动的运动视差通过使用射线视差校正步骤进行补偿。我们的方法为视图位置的较大变化提供了动态的运行时重建。动态运行时重建与实际呈现过程解耦。因此,其相关的处理成本因此被分配到多个帧上。这避免了任何不必要的帧下降或延迟峰值,即使是具有复杂几何形状和许多多边形的对象的冒名顶替者。除了显著的性能优势之外,我们的冒名顶替者与原始网格表示相比更有利,因为几何和纹理时间混叠伪影被严重抑制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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