dc.contributor.author | Yang, Lei | en_US |
dc.contributor.author | Sander, Pedro V. | en_US |
dc.contributor.author | Lawrence, Jason | en_US |
dc.date.accessioned | 2015-02-21T17:06:11Z | |
dc.date.available | 2015-02-21T17:06:11Z | |
dc.date.issued | 2008 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2008.01256.x | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Geometry-Aware Framebuffer Level of Detail | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 27 | en_US |
dc.description.number | 4 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2008.01256.x | en_US |
dc.identifier.pages | 1183-1188 | en_US |