一个高效的多视图栅格化架构

J. Hasselgren, T. Akenine-Möller
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引用次数: 36

摘要

电视已经被设计和制造。然而,在实时计算机图形学的背景下,这些显示得到的关注相对较少。我们提出了一种新的栅格化架构,将每个三角形同时栅格化到多个视图。当决定下一个视图中的哪个贴图要栅格化时,我们使用一个效率度量来估计哪个贴图在纹理缓存中得到最多的点击。栅格化后,将更新效率度量,并选择新的栅格和视图。我们的遍历算法大大减少了纹理提取的数量,并且已经观察到在数量级上的带宽增益。我们还提出了一种近似光栅化算法,该算法避免了大量(高达95%)碎片的像素着色器评估,并且仍然保持高图像质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An efficient multi-view rasterization architecture
TV have been designed and built. However, these displays have received relatively little attention in the context of real-time computer graphics. We present a novel rasterization architecture that rasterizes each triangle to multiple views simultaneously. When determining which tile in which view to rasterize next, we use an efficiency measure that estimates which tile is expected to get the most hits in the texture cache. Once that tile has been rasterized, the efficiency measure is updated, and a new tile and view are selected. Our traversal algorithm provides significant reductions in the amount of texture fetches, and bandwidth gains on the order of a magnitude have been observed. We also present an approximate rasterization algorithm that avoids pixel shader evaluations for a substantial amount (up to 95%) of fragments and still maintains high image quality.
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