Geometry-Aware Framebuffer Level of Detail
Abstract
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade-off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature-preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer-grained control over resource allocation. Finally, we introduce a simple control mechanism that continuously adjusts the amount of resizing necessary to maintain a target framerate. These techniques do not require any preprocessing, are straightforward to implement on modern GPUs, and are shown to provide significant performance gains for several pixel-bound scenes.
BibTeX
@article {10.1111:j.1467-8659.2008.01256.x,
journal = {Computer Graphics Forum},
title = {{Geometry-Aware Framebuffer Level of Detail}},
author = {Yang, Lei and Sander, Pedro V. and Lawrence, Jason},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01256.x}
}
journal = {Computer Graphics Forum},
title = {{Geometry-Aware Framebuffer Level of Detail}},
author = {Yang, Lei and Sander, Pedro V. and Lawrence, Jason},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01256.x}
}