Accelerating k+-buffer using efficient fragment culling

Slides:



Advertisements
Similar presentations
8.1si31_2001 SI31 Advanced Computer Graphics AGR Lecture 8 Polygon Rendering.
Advertisements

Exploration of advanced lighting and shading techniques
Saito, T. and Takahashi, T. Comprehensible Rendering of 3-D Shapes Proc. of SIGGRAPH '90 Genesis of Image Space NPR.
Understanding the graphics pipeline Lecture 2 Original Slides by: Suresh Venkatasubramanian Updates by Joseph Kider.
Computer graphics & visualization Global Illumination Effects.
Real-time lighting via Light Linked List 8/07/2014 Abdul Bezrati.
Depth - fighting aware Methods for Multifragment Rendering Andreas A. Vasilakis and Ioannis Fudos Department of Computer Science, University of Ioannina,
03/12/02 (c) 2002 University of Wisconsin, CS559 Last Time Some Visibility (Hidden Surface Removal) algorithms –Painter’s Draw in some order Things drawn.
Building a Dynamic Lighting Engine for Velvet Assassin Christian Schüler.
1 Computer Graphics Chapter 9 Rendering. [9]-2RM Rendering Three dimensional object rendering is the set of collective processes which make the object.
Part I: Basics of Computer Graphics
Eurographics 2012, Cagliari, Italy S-buffer: Sparsity-aware Multi-fragment Rendering Andreas A. Vasilakis and Ioannis Fudos Department of Computer Science,
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering Cass Everitt and Mark J. Kilgard Speaker: Alvin Date: 5/28/2003 NVIDIA.
Final Gathering on GPU Toshiya Hachisuka University of Tokyo Introduction Producing global illumination image without any noise.
Z-Buffer Optimizations Patrick Cozzi Analytical Graphics, Inc.
GPUGI: Global Illumination Effects on the GPU
Z-Buffer Optimizations Patrick Cozzi Analytical Graphics, Inc.
Part I: Basics of Computer Graphics Rendering Polygonal Objects (Read Chapter 1 of Advanced Animation and Rendering Techniques) Chapter
Lighting & Shading.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Afrigraph 2004 Massive model visualization Tutorial A: Part I Rasterization Based Approaches Andreas Dietrich Computer Graphics Group, Saarland University.
Erdem Alpay Ala Nawaiseh. Why Shadows? Real world has shadows More control of the game’s feel  dramatic effects  spooky effects Without shadows the.
Shadow No, not the Hank Marvin kind!. Go to: ows.html ows.html.
Shadow Algorithms Ikrima Elhassan.
Ray Tracing and Photon Mapping on GPUs Tim PurcellStanford / NVIDIA.
CS 638, Fall 2001 Today Light Mapping (Continued) Bump Mapping with Multi-Texturing Multi-Pass Rendering.
NVIDIA PROPRIETARY AND CONFIDENTIAL Occlusion (HP and NV Extensions) Ashu Rege.
Visibility Queries Using Graphics Hardware Presented by Jinzhu Gao.
Rendering hair with graphics hardware Tae-Yong Kim Rhythm & Hues Studios
Lecture 3 : Direct Volume Rendering Bong-Soo Sohn School of Computer Science and Engineering Chung-Ang University Acknowledgement : Han-Wei Shen Lecture.
Computer Graphics 2 Lecture 8: Visibility Benjamin Mora 1 University of Wales Swansea Pr. Min Chen Dr. Benjamin Mora.
Real-time Shadow Mapping. Shadow Mapping Shadow mapping uses two-pass rendering - render depth texture from the light ’ s point-of-view - render from.
3D Graphics for Game Programming Chapter IV Fragment Processing and Output Merging.
Occlusion Query. Content Occlusion culling Collision detection (convex) Etc. Fall
Real-time Graphics for VR Chapter 23. What is it about? In this part of the course we will look at how to render images given the constrains of VR: –we.
Improving k-buffer methods via Occupancy Maps Andreas A. Vasilakis and Georgios Papaioannou Dept. of Informatics, Athens University of Economics & Business,
CS 325 Introduction to Computer Graphics 03 / 22 / 2010 Instructor: Michael Eckmann.
Computer graphics & visualization Shadows / Transparency.
Stencil Routed A-Buffer
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Emerging Technologies for Games Deferred Rendering CO3303 Week 22.
Pixmotor: A Pixel Motion Integrator Ivan Neulander Rhythm & Hues.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Single Pass Point Rendering and Transparent Shading Paper by Yanci Zhang and Renato Pajarola Presentation by Harmen de Weerd and Hedde Bosman.
Adaptive Volumetric Shadow Maps Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn Intel Corporation 7/28/20101 Advances in Real-Time Rendering.
Honours Graphics 2008 Session 5. Today’s focus Rasterization Visibility determination Coarse / fine visibility determination.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
The Graphics Pipeline Revisited Real Time Rendering Instructor: David Luebke.
Hierarchical Occlusion Map Zhang et al SIGGRAPH 98.
Visible-Surface Detection Methods. To identify those parts of a scene that are visible from a chosen viewing position. Surfaces which are obscured by.
Chapter 1 An overview on Computer Graphics
Discrete Techniques.
Real-Time Soft Shadows with Adaptive Light Source Sampling
Reflective Shadow Mapping By: Mitchell Allen.
Computer Graphics Chapter 9 Rendering.
CSC418 Computer Graphics Back Faces Visibility Algorithms.
Patrick Cozzi University of Pennsylvania CIS Fall 2013
The Graphics Rendering Pipeline
(c) 2002 University of Wisconsin
Visibility Computations
UMBC Graphics for Games
(c) 2002 University of Wisconsin
Texture and Shadow Mapping
Database Systems (資料庫系統)
Unity’s Standard Shader Physically Based Shading
Improving k-buffer methods via Occupancy Maps
Last Time Presentation of your game and idea Environment mapping
RADEON™ 9700 Architecture and 3D Performance
Directional Occlusion with Neural Network
Presentation transcript:

Accelerating k+-buffer using efficient fragment culling Andreas-Alexandros Vasilakis and Georgios Papaioannou {abasilak,gepap}@aueb.gr Department of Informatics, Athens University of Economics and Business, Greece

Multi-fragment Visibility Determination A number of image-based applications require operations on more than one (maybe occluded) fragment per pixel: Photorealistic Rendering [global illumination] [order-independent transparency] [shadowing] Visualization & Processing [flow], [molecular], [hair], [solid] geometry

Prior Art 1. A-buffer methods capture [all] fragments per pixel → [sort] them by depth [memory overflow] & [fragment contention]

Prior Art 1. A-buffer methods capture [all] fragments per pixel → [sort] them by depth [memory overflow] & [fragment contention] 2. k-buffer methods capture [k-closest] ones → [reduce] memory & sorting costs prior solutions suffer from [RMW hazards], [geometry pre-sorting], [k < 32] [extra rendering pass], [depth precision conversion] [unbounded memory]

Prior Art 1. A-buffer methods capture [all] fragments per pixel → [sort] them by depth [memory overflow] & [fragment contention] 2. k-buffer methods capture [k-closest] ones → [reduce] memory & sorting costs prior solutions suffer from [RMW hazards], [geometry pre-sorting], [k < 32] [extra rendering pass], [depth precision conversion] [unbounded memory] k+-buffer solution (I3D’14, Vasilakis & Fudos) [overcomes] all previous limitations [fragment culling] & [pixel synchronization]

Accelerating k+-buffer k+-buffer’s fragment culling Concurrently [discards] an incoming fragment that is farther from all currently maintained fragments (guided by the [max element]). [Limitations] Depends on the [fragment arrival order]. Requires k+-buffer to [be initially filled] before starts culling. Fragment elimination is performed inside the [pixel shader].

Accelerating k+-buffer k+-buffer’s fragment culling Concurrently [discards] an incoming fragment that is farther from all currently maintained fragments (guided by the [max element]). [Limitations] Depends on the [fragment arrival order]. Requires k+-buffer to [be initially filled] before starts culling. Fragment elimination is performed inside the [pixel shader]. Ideal fragment culling Knowing the exact depth of the k-th fragment a priori allows us to insert all fragments with ≤ depth in constant time, discarding the rest (farther ones).

Accelerating k+-buffer Our Idea: Approximate this value via fragment occupancy maps !!! 98.28% 63.66% layers k+-buffer culling our culling