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dc.contributor.authorHladky, Jozefen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.authorSteinberger, Markusen_US
dc.contributor.editorBoubekeur, Tamy and Sen, Pradeepen_US
dc.date.accessioned2019-07-14T19:25:00Z
dc.date.available2019-07-14T19:25:00Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13780
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13780
dc.description.abstractPresenting high-fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head-mounted displays (HMDs) suffer from thermal and battery-life constraints and thus cannot match the render quality of desktop PCs and laptops. Streaming rendering enables to show high-quality content but can suffer from potentially high latency. We propose an approach to efficiently capture shading samples in object space and packing them into a texture. Streaming this texture to the client, we support temporal frame up-sampling with high fidelity, low latency and high mobility. We introduce two novel sample distribution strategies and a novel triangle representation in the shading atlas space. Since such a system requires dynamic parallelism, we propose an implementation exploiting the power of hardware-accelerated tessellation stages. Our approach allows fast de-coding and rendering of extrapolated views on a client device by using hardwareaccelerated interpolation between shading samples and a set of potentially visible geometry. A comparison to existing shading methods shows that our sample distributions allow better client shading quality than previous atlas streaming approaches and outperforms image-based methods in all relevant aspects.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectTexturing
dc.subjectVirtual reality
dc.subjectImage
dc.subjectbased rendering
dc.titleTessellated Shading Streamingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersInteractive and Real-time Rendering
dc.description.volume38
dc.description.number4
dc.identifier.doi10.1111/cgf.13780
dc.identifier.pages171-182


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  • 38-Issue 4
    Rendering 2019 - Symposium Proceedings

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