Eye-Based Point Rendering for Dynamic Multiview Effects

IF 2.3 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Ajinkya Gavane, B. Watson
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引用次数: 0

Abstract

Eye-based point rendering (EPR) can make multiview effects much more practical by adding eye (camera) buffer resolution efficiencies to improved view-independent rendering (iVIR). We demonstrate this very successfully by applying EPR to dynamic cube-mapped reflections, sometimes achieving nearly 7× speedups over iVIR and traditional multiview rendering (MVR), with nearly equivalent quality. Our application to omnidirectional soft shadows is less successful, demonstrating that EPR is most effective with larger shader loads and tight eye buffer to off-screen (render target) buffer mappings. This is due to EPR's eye buffer resolution constraints limiting points and shading calculations to the sampling rate of the eye's viewport. In a 2.48 million triangle scene with 50 reflective objects (using 300 off-screen views), EPR renders environment maps with a 49.40ms average frame time on an NVIDIA 1080 Ti GPU. In doing so, EPR generates up to 5x fewer points than iVIR, and regularly performs 50× fewer shading calculations than MVR.
基于眼睛的点渲染动态多视图效果
基于眼睛的点渲染(EPR)可以通过增加眼睛(相机)缓冲分辨率效率来改进与视图无关的渲染(iVIR),从而使多视图效果更加实用。我们通过将EPR应用于动态立方体映射反射非常成功地证明了这一点,有时比iVIR和传统的多视图渲染(MVR)实现近7倍的加速,并且几乎具有相同的质量。我们对全方位软阴影的应用不太成功,这表明EPR在更大的着色器负载和紧眼缓冲区到屏幕外(渲染目标)缓冲区映射时最有效。这是由于EPR的眼睛缓冲分辨率限制,将点和阴影计算限制在眼睛视口的采样率上。在一个包含50个反射物体的248万个三角形场景中(使用300个屏幕外视图),EPR在NVIDIA 1080 Ti GPU上以49.40ms的平均帧时间渲染环境地图。在这样做的过程中,EPR生成的点比iVIR少5倍,并且通常比MVR少执行50倍的阴影计算。
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来源期刊
CiteScore
2.90
自引率
0.00%
发文量
0
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