首页> 外文会议>IEEE International Symposium on Mixed and Augmented Reality >Tiled Frustum Culling for Differential Rendering on Mobile Devices
【24h】

Tiled Frustum Culling for Differential Rendering on Mobile Devices

机译:平铺的平截头体剔除,用于移动设备上的差异渲染

获取原文

摘要

Mobile devices are part of our everyday life and allow augmented reality (AR) with their integrated camera image. Recent research has shown that even photorealistic augmentations with consistent illumination are possible. A method, achieving this first, distributed lighting computations and the extraction of the important light sources. To reach real-time frame rates on a mobile device, the number of these extracted light sources must be low, limiting the scope of possible illumination scenarios and the quality of shadows. In this paper, we show how to reduce the computational cost per light using a combination of tile-based rendering and frustum culling techniques tailored for AR applications. Our approach runs entirely on the GPU and does not require any precomputation. Without reducing the displayed image quality, we achieve up to 2.2× speedup for typical AR scenarios.
机译:移动设备是我们日常生活的一部分,并通过其集成的相机图像实现增强现实(AR)。最近的研究表明,即使在照度恒定的情况下进行真实感增强也可能。首先实现此目的的方法是分布式照明计算和重要光源的提取。为了在移动设备上达到实时帧速率,这些提取的光源的数量必须少,从而限制了可能的照明场景的范围和阴影的质量。在本文中,我们展示了如何结合使用基于图块的渲染和为AR应用量身定制的平截头体剔除技术来降低每盏灯的计算成本。我们的方法完全在GPU上运行,不需要任何预先计算。在不降低显示图像质量的情况下,对于典型的AR场景,我们可以达到2.2倍的加速。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号