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Image-Based Bidirectional Scene Reprojection

机译:基于图像的双向场景重投影

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We introduce a method for increasing the framerate of real-time rendering applications. Whereas many existing temporal upsampling strategies only reuse information from previous frames, our bidirectional technique reconstructs intermediate frames from a pair of consecutive rendered frames. This significantly improves the accuracy and efficiency of data reuse since very few pixels are simultaneously occluded in both frames. We present two versions of this basic algorithm. The first is appropriate for fill-bound scenes as it limits the number of expensive shading calculations, but involves rasterization of scene geometry at each intermediate frame. The second version, our more significant contribution, reduces both shading and geometry computations by performing reprojection using only image-based buffers. It warps and combines the adjacent rendered frames using an efficient iterative search on their stored scene depth and flow. Bidirectional reprojection introduces a small amount of lag. We perform a user study to investigate this lag, and find that its effect is minor. We demonstrate substantial performance improvements (3–4×) for a variety of applications, including vertex-bound and fill-bound scenes, multi-pass effects, and motion blur.
机译:我们介绍了一种提高实时渲染应用程序帧速率的方法。尽管许多现有的时间上采样策略仅重用来自先前帧的信息,但是我们的双向技术从一对连续的渲染帧中重构了中间帧。由于在两个帧中同时遮挡了很少的像素,因此可以显着提高数据重用的准确性和效率。我们介绍了此基本算法的两个版本。第一种适用于填充边界场景,因为它限制了昂贵的阴影计算的数量,但是涉及到每个中间帧的场景几何体的栅格化。第二个版本是我们的重要贡献,它仅使用基于图像的缓冲区执行重新投影,从而减少了阴影和几何图形的计算。它使用有效的迭代搜索对存储的场景深度和流进行扭曲和合并,以对相邻渲染的帧进行合并。双向重投影会引入少量延迟。我们进行了一项用户研究以调查此滞后,发现其影响较小。我们展示了针对各种应用程序(包括顶点绑定和填充绑定的场景,多遍效果和运动模糊)的显着性能改进(3-4倍)。

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