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Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality

机译:用于实时渲染和虚拟现实的时间暂时自适应着色重用

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Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adoptively choose temporal shading frequencies. We find that temporal shading reuse is possible for extended periods of time for a majority of samples, and we show under which circumstances users perceive temporal artifacts. Our analysis implies that we can approximate shading gradients to efficiently determine when and how long shading can be reused. Whereas visibility usually stays temporally coherent from frame to frame for more than 90%, we find that even in heavily animated game scenes with advanced shading, typically more than 50% of shading is also temporally coherent. To exploit this potential, we introduce a temporally adaptive shading framework and apply it to two real-time methods. Its application saves more than 57% of the shader invocations, reducing overall rendering times up to 5× in virtual reality applications without a noticeable loss in visual quality. Overall, our work shows that there is significantly more potential for shading reuse than currently exploited.
机译:时间相干有可能在渲染中巨大降低阴影成本。现有技术仅关注空间着色重用或无法养护时间遮阳频率。我们发现,对于大多数样本的延长时间段,我们可以在哪些情况下表现出用户感知时间伪影的时间较长的时间。我们的分析意味着我们可以近似着色梯度,以有效地确定可以重用的何时何种何种以及多长时间的阴影。尽可能性通常从帧到框架保持时间超过90%,我们发现即使在具有高级阴影的动画游戏场景中,通常超过50%的阴影也是在时间上连贯的。为了利用这种潜力,我们介绍了一个时间自适应着色框架并将其应用于两个实时方法。其应用程序可节省超过57%的着色器调用,在虚拟现实应用中缩短最高可达5倍的整体渲染时间,而无明显的视觉质量损失。总体而言,我们的工作表明,阴影重用的潜力明显多于目前被利用的潜力。

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