像素:多边形体素环境渲染

Mark Miller, Andrew Cumming, K. Chalmers, Benjamin Kenwright, Kenny Mitchell
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引用次数: 5

摘要

我们展示了不透明、稀疏、体素环境的高效渲染,数据在本地图形内存中放大,从几何着色器流输出到缓存的顶点缓冲池。我们展示了我们的像素渲染原语与优化的栅格化硬件对齐,因此在光线投射方法上产生了高视觉质量。对遮挡剔除体素的无损运行长度编码和坐标量化进一步减少了主机数据传输。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Poxels: polygonal voxel environment rendering
We present efficient rendering of opaque, sparse, voxel environments with data amplified in local graphics memory with stream-out from a geomery shader to a cached vertex buffer pool. We show that our Poxel rendering primitive aligns with optimized rasterization hardware and so results in high visual quality over ray casting methods. Lossless run length encoding of occlusion culled voxels and coordinate quantization further reduces host data transfers.
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