DocumentCode
726885
Title
Virtual Deferred Rendering
Author
Petrescu, Alexandru-Lucian ; Asavei, Victor ; Moldoveanu, Florica ; Moldoveanu, Alin
Author_Institution
Comput. Sci. & Eng. Dept., Univ. Politeh. of Bucharest, Bucharest, Romania
fYear
2015
fDate
27-29 May 2015
Firstpage
373
Lastpage
378
Abstract
In this paper the virtual deferred algorithm is introduced, which combines the benefits of virtual texturing and deferred rendering in order to minimize the bandwidth consumption in rasterized based rendering. The proposed algorithm improves the performance of rendering by minimizing the number of expensive memory accesses such as texture fetches, which are usually the main catalysts for performance bottlenecks in real-time rendering. State of the art deferred rendering methods employ geometry buffers in order to avoid evaluating the lighting equation for occluded primitives. The problem with these methods is that they either fill the geometry buffers in linear complexity in texture fetches or that they draw the geometry multiple times. The proposed method almost completely decouples texture fetching from visibility determination without using multiple geometry passes. The only exceptions are geometry altering texture fetches. The virtual deferred rendering algorithm utilizes a single rasterization based rendering pass, saving only geometric information in the geometry buffer, without using any texture fetches. The algorithm then uses a compute shader and virtual texturing based rendering pipeline, which guarantees constant complexity in texture fetches without further geometry processing. The proposed method also benefits from the streaming properties of virtual texturing, making it ideal for large, streamed scenes.
Keywords
rendering (computer graphics); bandwidth consumption; geometry buffers; lighting equation; linear complexity; performance bottlenecks; rasterized based rendering; real-time rendering; single rasterization based rendering; texture fetching; virtual deferred rendering; virtual texturing; visibility determination; Clustering algorithms; Complexity theory; Geometry; Graphics processing units; Lighting; Pipelines; Rendering (computer graphics); deferred; rasteriztion rendering; shading complexity; virtual texturing;
fLanguage
English
Publisher
ieee
Conference_Titel
Control Systems and Computer Science (CSCS), 2015 20th International Conference on
Conference_Location
Bucharest
Print_ISBN
978-1-4799-1779-2
Type
conf
DOI
10.1109/CSCS.2015.49
Filename
7168456
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