Geometry-Aware Framebuffer Level of Detail

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Geometry-Aware Framebuffer Level of Detail
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 ...
Lei Yang, Pedro V. Sander, Jason Lawrence
Added 09 Dec 2010
Updated 09 Dec 2010
Type Journal
Year 2008
Where CGF
Authors Lei Yang, Pedro V. Sander, Jason Lawrence
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