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Tessellated Shading Streaming

delete2019-07-30
delete12
PRE
AI
J
Jozef Hladký *
H
Hans‐Peter Seidel
M
Markus Steinberger
DOI:10.1111/cgf.13780delete
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Abstract

Abstract

En 中文
Presenting high-fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head-mounted displays (HMDs) suffer from thermal and battery-life constraints and thus cannot match the render quality of desktop PCs and laptops. Streaming rendering enables to show high-quality content but can suffer from potentially high latency. We propose an approach to efficiently capture shading samples in object space and packing them into a texture. Streaming this texture to the client, we support temporal frame up-sampling with high fidelity, low latency and high mobility. We introduce two novel sample distribution strategies and a novel triangle representation in the shading atlas space. Since such a system requires dynamic parallelism, we propose an implementation exploiting the power of hardware-accelerated tessellation stages. Our approach allows fast de-coding and rendering of extrapolated views on a client device by using hardware-accelerated interpolation between shading samples and a set of potentially visible geometry. A comparison to existing shading methods shows that our sample distributions allow better client shading quality than previous atlas streaming approaches and outperforms image-based methods in all relevant aspects.
Keywords:
CCS Concepts
center dot Computing methodologies -> Rendering
Texturing
Virtual reality
Image-based rendering
AI Summary

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Key information extracted from the uploaded paper, including a brief overview, abstract, background, key highlights, visual analysis, and future outlook.

Journal

Computer Graphics Forum cover
Computer Graphics Forum
IF:
2.9
Papers:
570
Citations:
1.1W

Organization

G
Graz University of Technology
Scholars:
6.7K
Papers: 6.3K
Citations: 8.5K
M
Max Planck Society
Scholars:
8.2W
Papers: 7.7W
Citations: 3.3W
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