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dc.contributor.authorYang, Leien_US
dc.contributor.authorSander, Pedro V.en_US
dc.contributor.authorLawrence, Jasonen_US
dc.date.accessioned2015-02-21T17:06:11Z
dc.date.available2015-02-21T17:06:11Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01256.xen_US
dc.description.abstractThis 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.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleGeometry-Aware Framebuffer Level of Detailen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01256.xen_US
dc.identifier.pages1183-1188en_US


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