• DocumentCode
    3691759
  • Title

    Tiled Frustum Culling for Differential Rendering on Mobile Devices

  • Author

    Kai Rohmer;Thorsten Grosch

  • Author_Institution
    Comput. Visualistics Group, Univ. of Magdeburg, Magdeburg, Germany
  • fYear
    2015
  • Firstpage
    37
  • Lastpage
    42
  • Abstract
    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.
  • Keywords
    "Rendering (computer graphics)","Lighting","Light sources","Cameras","Face","Radiation detectors","Timing"
  • Publisher
    ieee
  • Conference_Titel
    Mixed and Augmented Reality (ISMAR), 2015 IEEE International Symposium on
  • Type

    conf

  • DOI
    10.1109/ISMAR.2015.13
  • Filename
    7328057