Reducing geometry-processing overhead for novel viewpoint creation

Francisco Inácio, J. P. Springer
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Abstract

Maintaining a high steady frame rate is an important aspect in interactive real-time graphics. It is mainly influenced by the number of objects and the number of lights to be processed for a 3d scene. The upper-bound effort for rendering a scene is then defined by the number of objects times the number of lights, i. e. O(NO · NL). Deferred shading reduces this upper bound to the number of objects plus the number of lights, i. e. O(NO + NL), by separating the rendering process into two phases: geometry processing and lighting evaluation. The geometry processing rasterizes all objects but only retains visible fragments in a G-Buffer for the current viewpoint. The lighting evaluation then only needs to process those surviving fragments to compute the final image (for the current viewpoint). Unfortunately, this approach not only trades computational effort for memory but also requires the re-creation of the G-Buffer every time the viewpoint changes. Additionally, transparent objects cannot be encoded into a G-Buffer and must be separately processed. Post-rendering 3d warping [Mark et al. 1997] is one particular technique that allows to create images from G-Buffer information for new viewpoints. However, this only works with sufficient fragment information. Objects not encoded in the G-Buffer, because they were not visible from the original viewpoint, will create visual artifacts at discontinuities between objects. We propose fragment-history volumes (FHV) to create novel viewpoints from a discrete representation of the entire scene using current graphics hardware and present an initial performance comparison.
减少新视点创建的几何处理开销
保持高稳定的帧率是交互式实时图形的一个重要方面。它主要受3d场景中要处理的物体数量和灯光数量的影响。然后,渲染场景的上限努力由物体数量乘以灯光数量来定义,即0 (NO·NL)。延迟着色通过将渲染过程分为两个阶段:几何处理和照明评估,将这个上限减少到物体数量加上灯光数量,即0 (NO + NL)。几何处理栅格化所有对象,但只保留当前视点的G-Buffer中的可见片段。然后照明评估只需要处理那些幸存的碎片来计算最终图像(对于当前的视点)。不幸的是,这种方法不仅需要计算量来换取内存,而且每次视点改变时都需要重新创建G-Buffer。此外,透明对象不能编码到G-Buffer中,必须单独处理。渲染后3d翘曲[Mark et al. 1997]是一种特殊的技术,允许从G-Buffer信息为新的视点创建图像。然而,这只适用于足够的片段信息。未在G-Buffer中编码的对象,因为它们从原始视点不可见,将在对象之间的不连续处创建视觉伪影。我们提出片段历史卷(FHV),利用当前图形硬件从整个场景的离散表示中创建新的视点,并提供初步的性能比较。
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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