dc.contributor.author | Lapidous, Eugene | en_US |
dc.contributor.author | Jiao, Guofang | en_US |
dc.contributor.author | Zhang, Jianbo | en_US |
dc.contributor.author | Wilson, Timothy | en_US |
dc.contributor.editor | Kurt Akeley and Ulrich Neumann | en_US |
dc.date.accessioned | 2013-10-28T09:58:50Z | |
dc.date.available | 2013-10-28T09:58:50Z | |
dc.date.issued | 2001 | en_US |
dc.identifier.isbn | 158113407X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH01/081-086 | en_US |
dc.description.abstract | In this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented using linear or quasi-linear mapping function of the distance to the camera to the depth in the screens pace. In particular, the complementary Z buffer algorithm combines simplicity of implementation with significant bandwidth savings. A variable-resolution depth buffer saves bandwidth by changing size of the per-pixel depth access from 24 bits to 16 bits when distance to the pixel from the camera becomes larger than a given threshold, This distance is selected in order to keep the resulting resolution equal or larger than the resolution of the 24-bit screen Z buffer. For dynamic ratios of the distances between far and near planes 500 and above, bandwidth savings may exceed 20%. Quasi-linear depth floating-point depth buffers are best at high dynamic ratios; 3D hardware should support per-frame setting of the optimal depth buffer type and format. Per-frame adjustment of the resolution switch distance allows balancing performance with depth precision and should be exposed in the graphics A PI. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.1 [Computer Graphics) | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | raster display devices | en_US |
dc.subject | I.3.3 [Computer Graphics] Picture/Image Generation | en_US |
dc.subject | display algorithms | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | visible surface algorithms. | en_US |
dc.title | Quasi-Linear Depth Buffers With Variable Resolution | en_US |
dc.description.seriesinformation | Eurographics/SIGGRAPH Graphics Hardware Workshop 2001 | en_US |