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OUB: a scalable grid-based surface-representation for realtime high-resolution rendering

机译:OUB:用于实时高分辨率渲染的可扩展的基于网格的表面表示

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摘要

In this paper, we present a scalable solution for high-resolution surface representation of a 3D surface. To achieve this, we introduce an Orthogonal Unified Buffer (OUB) which is an extension of the Layered Depth Cube as an alternative to the Orthogonal Frame Buffer (OFB). The OUB re-samples the surface uniformly while conserving data locality build on previous approaches. Compared to the OFB, the OUB achieves significant improvement in scalability, which enables further high-resolution representation of 3D models having various depth-complexities. It also guarantees plausible memory efficiency, independent of an object's shape or topology. Our method is built and performed on the GPU and it only uses atomic operation of modern GPU, thus, it is well suited for real-time application. In addition, since the OUB can be is generally used in various graphics applications, we briefly show high-resolution 3D painting, curvature estimation and particle system based on the OUB.
机译:在本文中,我们为3D表面的高分辨率表面表示提供了可扩展的解决方案。为实现此目的,我们引入了正交统一缓冲区(OUB),它是分层深度立方体的扩展,是正交帧缓冲区(OFB)的替代方案。 OUB均匀地重新采样表面,同时保留基于先前方法的数据局部性。与OFB相比,OUB在可伸缩性方面取得了显着改善,从而可以进一步高分辨率表示具有各种深度复杂性的3D模型。它还保证了合理的存储效率,而与对象的形状或拓扑无关。我们的方法是在GPU上构建和执行的,它仅使用现代GPU的原子操作,因此非常适合实时应用。另外,由于OUB通常可以用于各种图形应用程序,因此我们简要介绍基于OUB的高分辨率3D绘画,曲率估计和粒子系统。

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