Frameless rendering: double buffering considered harmful

G. Bishop, H. Fuchs, L. McMillan, E. J. S. Zagier
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引用次数: 150

Abstract

The use of double-buffered displays, in which the previous image is displayed until the next image is complete, can impair the interactivity of systems that require tight coupling between the human user and the computer. We are experimenting with an alternate rendering strategy that computes each pixel based on the most recent input (i.e., view and object positions) and immediately updates the pixel on the display. We avoid the image tearing normally associated with single-buffered displays by randomizing the order in which pixels are updated. The resulting image sequences give the impression of moving continuously, with a rough approximation of motion blur, rather than jerking between discrete positions. We have demonstrated the effectiveness of this frameless rendering method with a simulation that shows conventional double-buffering side-by-side with frameless rendering. Both methods are allowed the same computation budget, but the double-buffered display only updates after all pixels are computed while the frameless rendering display updates pixels as they are computed. The frameless rendering display exhibits fluid motion while the double-buffered display jumps from frame to frame. The randomized sampling inherent in frameless rendering means that we cannot take advantage of image and object coherence properties that are important to current polygon renderers, but for renderers based on tracing independent rays the added cost is small.
无帧渲染:双重缓冲被认为是有害的
双缓冲显示器的使用,其中前一个图像显示,直到下一个图像完成,可以损害系统的交互性,需要人类用户和计算机之间的紧密耦合。我们正在试验另一种渲染策略,即根据最近的输入(即视图和对象位置)计算每个像素,并立即更新显示器上的像素。我们通过随机化像素更新的顺序来避免通常与单缓冲显示相关的图像撕裂。由此产生的图像序列给人的印象是连续移动,与运动模糊的粗略近似,而不是在离散的位置之间抖动。我们已经通过仿真证明了这种无帧渲染方法的有效性,该仿真显示了传统的双缓冲与无帧渲染并排。两种方法都允许相同的计算预算,但是双缓冲显示仅在所有像素计算完成后更新,而无帧渲染显示在计算像素时更新像素。当双缓冲显示从一帧跳到另一帧时,无帧渲染显示显示流体运动。无帧渲染中固有的随机采样意味着我们不能利用图像和物体的相干性,这对当前的多边形渲染器很重要,但对于基于跟踪独立光线的渲染器来说,增加的成本很小。
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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