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EGSR 2008 Geometry-Aware Framebuffer Level of Detail Lei Yang Pedro V. Sander Hong Kong University of Science and Technology Jason Lawrence University of Virginia Motivation Expensive procedural shading effects Heavy pixel shader


  1. EGSR 2008 Geometry-Aware Framebuffer Level of Detail Lei Yang Pedro V. Sander Hong Kong University of Science and Technology Jason Lawrence University of Virginia

  2. Motivation • Expensive procedural shading effects – Heavy pixel shader workload – Examples • Soft shadows 27fps • Ambient Occlusion 3.2fps • Procedural noise texture 120fps • … 2 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  3. Motivation • A method for reducing pixel workload – General – Lightweight – No preprocessing – Smoothly adjustable tradeoff between speed/quality 1x 2x 3x 5.6x 9x 11x Tradeoff Tradeoff 3 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  4. Dynamic Resizing • Render scene to low-res buffer (1 st pass), then upsample to target resolution (2 nd pass). [Montrym97] – # of original pixel shader invocation is reduced ( ∝ 1/ r 2 ) – Blurs geometric discontinuities 1 st pass 2 nd pass Original shader Upsample 4 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  5. Geometry-Aware? = + depth normal 5 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  6. Related Work • Interleaved sampling [Segovia06, Laine07] • Image-based proxy accumulation [Sloan07] 6 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  7. Related Work • Edge-and-Point render cache [Bala03, Velázquez-Armendáriz06] 7 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  8. Overview • Geometry-Aware Resizing • Fine-Grained Resizing • Automatic Framerate Control • Results and Demo • Discussions and Conclusion 8 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  9. Our Approach • Geometry-Aware Resizing – Upsample according to geometric similarities between lo-res and hi-res buffers – Two-pass technique • 1 st pass: Render geometry with the original pixel shader on low-res buffer, store geometric info (normal & depth) + color • 2 nd pass: Render geometry at full resolution and use geometry-aware kernel to reconstruct the shading from the lo-res buffer 9 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  10. Geometry-Aware Resizing 1 st pass 2 nd pass Vertex/ Geometry processing ( n) normal ( z) depth ( n) normal ( z) depth Pixel processing upsample color z n 10 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  11. Geometry-Aware Reconstruction Bilinear Bilateral 1 1 0.9 0.9 1 1 0.9 0.1 Weight samples based on geometric similarity 11 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  12. Joint Bilateral Filter Color sample j from the low-res buffer Color sample j from the low-res buffer Filter weight of sample j Filter weight of sample j 12 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  13. Joint Bilateral Filter Color sample j from the low-res buffer Color sample j from the low-res buffer Spatial filter: bilinear / biquadratic / bicubic / Gaussian Spatial filter: bilinear / biquadratic / bicubic / Gaussian 13 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  14. Joint Bilateral Filter Color sample j from the low-res buffer Color sample j from the low-res buffer Range filter 1: Gaussian of the normal distance Range filter 1: Gaussian of the normal distance 14 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  15. Joint Bilateral Filter Color sample j from the low-res buffer Color sample j from the low-res buffer Range filter 2: Gaussian of the depth distance Range filter 2: Gaussian of the depth distance 15 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  16. Joint Bilateral Filter 16 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  17. Joint Bilateral Filter 17 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  18. Overview • Geometry-Aware Resizing • Fine-Grained Resizing • Automatic Framerate Control • Results and Demo • Discussions and Conclusion 18 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  19. Fine-Grained Resizing • Resize only expensive & spatially smooth computations • Break up the original shader – Expensive & spatially smooth computation: 1 st pass (at low-res) – Inexpensive / spatially high-freq computation: 2 nd pass (at full-res) 19 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  20. Fine-Grained Resizing 1 st pass 2 nd pass = + 20 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  21. Comparison: Bilinear vs. Bilateral • Fine-grained resizing + Bilinear upsample? 21 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  22. Overview • Geometry-Aware Resizing • Fine-Grained Resizing • Automatic Framerate Control • Results and Demo • Discussions and Conclusion 22 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  23. Automatic Framerate Control • Dynamically select resizing factor r to maintain a constant framerate • Use a feedback control mechanism • Input: previous frame-time • Output: r • Integral controller Reference Actual 1 st pass 2 nd pass frame-time frame-time r Integral Original Geometry-Aware controller Shader Upsampler 23 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  24. Controller Formulation 1. Pixel processing time ∝ # of Constant screen pixels coverage 2. Pixel-bound 24 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  25. AFC implementation • Limit the range of Δ t, Δ r and r • Experimentally determine K’ with the maximum screen coverage 25 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  26. Overview • Geometry-Aware Resizing • Fine-Grained Resizing • Automatic Framerate Control • Results and Demos • Discussions and Conclusion 26 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  27. Results – Car 27 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  28. Results – Car (con’t) 28 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  29. Results – Chess 29 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  30. Results – Chess (con’t) 30 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  31. Results – Dragon 31 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  32. Results – Dragon (con’t) 32 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  33. AFC results • Experimental data: – Over 1000 frames – Various outside disturbances • View changes • Screen coverage changes • Shader workload changes 33 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  34. Overview • Geometry-Aware Resizing • Fine-Grained Resizing • Automatic Framerate Control • Results and Demo • Discussions and Conclusion 34 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  35. Limitations • Resizing high frequency signal – Popping and flickering artifacts (aliasing) • Undersampled fine geometry – Missing details around regions with high depth/normal complexities – Recompute missing samples in a 3 rd pass? • Added geometry processing overhead 35 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  36. Practical Advantages • Multiple shader / objects – Sharing the same resized buffer – Sharing the reconstruction pass – Allow unified AFC • Easy to apply – Mainly an added reconstruction pass 36 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  37. Conclusion • A general approach for reducing shading costs • Respect geometric discontinuities better than conventional resizing • Allow continuous adjustment of error/performance tradeoff • Automatic framerate control • Straightforward to incorporate into existing systems 37 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  38. Future Work • Multi-resolution resizing • Automated selection of resized elements • Resize for super-sample anti-aliasing • Obtain a Bosnia-Herzegovina visa ☺ 38 Geometry-Aware Framebuffer LOD -- L. Yang, P. V. Sander, J. Lawrence

  39. Questions? 10 r 1

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