移动设备上差分渲染的平铺截锥体剔除

K. Rohmer, Thorsten Grosch
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引用次数: 5

摘要

移动设备是我们日常生活的一部分,并通过其集成的相机图像实现增强现实(AR)。最近的研究表明,即使是具有一致照明的逼真增强也是可能的。一种方法,首先实现了分布式照明计算和重要光源的提取。为了在移动设备上达到实时帧率,这些提取光源的数量必须很低,限制了可能的照明场景的范围和阴影的质量。在本文中,我们展示了如何使用基于瓷砖的渲染和为AR应用量身定制的截锥体剔除技术的组合来降低每盏灯的计算成本。我们的方法完全在GPU上运行,不需要任何预计算。在不降低显示图像质量的情况下,我们在典型的AR场景中实现了高达2.2倍的加速。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tiled Frustum Culling for Differential Rendering on Mobile Devices
Mobile devices are part of our everyday life and allow augmented reality (AR) with their integrated camera image. Recent research has shown that even photorealistic augmentations with consistent illumination are possible. A method, achieving this first, distributed lighting computations and the extraction of the important light sources. To reach real-time frame rates on a mobile device, the number of these extracted light sources must be low, limiting the scope of possible illumination scenarios and the quality of shadows. In this paper, we show how to reduce the computational cost per light using a combination of tile-based rendering and frustum culling techniques tailored for AR applications. Our approach runs entirely on the GPU and does not require any precomputation. Without reducing the displayed image quality, we achieve up to 2.2× speedup for typical AR scenarios.
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