Nothing Special   »   [go: up one dir, main page]

skip to main content
10.5555/1143079.1143114guideproceedingsArticle/Chapter ViewAbstractPublication PagesgiConference Proceedingsconference-collections
Article
Free access

Implementing the render cache and the edge-and-point image on graphics hardware

Published: 07 June 2006 Publication History

Abstract

The render cache and the edge-and-point image (EPI) are alternative point-based rendering techniques that combine interactive performance with expensive, high quality shading for complex scenes. They use sparse sampling and intelligent reconstruction to enable fast framerates and to decouple shading from the display update.We present a hybrid CPU/GPU multi-pass system that accelerates these techniques by utilizing programmable graphics processing units (GPUs) to achieve better framerates while freeing the CPU for other uses such as high-quality shading (including global illumination). Because the render cache and EPI differ from the traditional graphics pipeline in interesting ways, we encountered several challenges in using the GPU effectively. We discuss our optimizations to achieve good performance, limitations with the current generation hardware, as well as possibilities for future improvements.

References

[1]
Kavita Bala, Bruce Walter, and Donald P. Greenberg. Combining edges and points for interactive high-quality rendering. ACM Trans. Graph., 22(3):631--640, 2003.
[2]
Abhinav Dayal, Cliff Woolley, Benjamin Watson, and David P. Luebke. Adaptive frameless rendering. In Rendering Techniques, pages 265--275, 2005.
[3]
Frederic P. Pighin, Dani Lischinski, and David Salesin. Progressive previewing of ray-traced images using image-plane discontinuity meshing. In Rendering Techniques '97, pages 115--125, 1997.
[4]
Timothy J. Purcell, Ian Buck, William R. Mark, and Pat Hanrahan. Ray tracing on programmable graphics hardware. In SIGGRAPH '02, pages 703--712, 2002.
[5]
Timothy J. Purcell, Craig Donner, Mike Cammarano, Henrik Wann Jensen, and Pat Hanrahan. Photon mapping on programmable graphics hardware. In HWWS '03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, pages 41--50, 2003.
[6]
Pradeep Sen, Mike Cammarano, and Pat Hanrahan. Shadow silhouette maps. ACM Trans. Graph., 22(3):521--526, 2003.
[7]
M. Simmons and C. Séquin. Tapestry: A dynamic mesh-based display representation for interactive rendering, 2000.
[8]
Miloslaw Smky, Shin-ichi Kinuwaki, Roman Durikovic, and Karol Myszkowski. Temporally coherent irradiance caching for high quality animation rendering. In Eurographics 2005, volume 24, 2005.
[9]
Marc Stamminger, Joerg Haber, Hartmut Schirmacher, and Hans-Peter Seidel. Walkthroughs with corrective texturing. In Rendering Techniques 2000, pages 377--388, 2000.
[10]
Laszlo Szirmay-Kalos, Barnabas Aszodi, Istvan Lazanyi, and Matyas Premecz. Approximate ray-tracing on the gpu with distance impostors. In Eurographics 2005, volume 24, 2005.
[11]
Parag Tole, Fabio Pellacini, Bruce Walter, and Donald P. Greenberg. Interactive global illumination in dynamic scenes. In SIGGRAPH '02. pages 537--546, 2002.
[12]
Bruce Walter, George Drettakis, and Donald P. Greenberg. Enhancing and optimizing the render cache. In Eurographics Workshop on Rendering, 2002.
[13]
Bruce Walter, George Drettakis, and Steven Parker. Interactive rendering using the render cache. In Rendering techniques '99 (Proceedings of the 10th Eurographics Workshop on Rendering), volume 10, pages 235--246, Jun 1999.

Cited By

View all

Index Terms

  1. Implementing the render cache and the edge-and-point image on graphics hardware

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image Guide Proceedings
      GI '06: Proceedings of Graphics Interface 2006
      June 2006
      243 pages
      ISBN:1568813082

      Sponsors

      • CHCCS: The Canadian Human-Computer Communications Society

      Publisher

      Canadian Information Processing Society

      Canada

      Publication History

      Published: 07 June 2006

      Author Tags

      1. graphics hardware
      2. interactive rendering
      3. silhouette and shadow edges
      4. sparse sampling

      Qualifiers

      • Article

      Acceptance Rates

      GI '06 Paper Acceptance Rate 31 of 94 submissions, 33%;
      Overall Acceptance Rate 206 of 508 submissions, 41%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)38
      • Downloads (Last 6 weeks)7
      Reflects downloads up to 18 Nov 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2017)Interactive stable ray tracingProceedings of High Performance Graphics10.1145/3105762.3105769(1-10)Online publication date: 28-Jul-2017
      • (2012)Temporal Coherence Methods in Real-Time RenderingComputer Graphics Forum10.1111/j.1467-8659.2012.03075.x31:8(2378-2408)Online publication date: 1-Dec-2012
      • (2010)Exploiting temporal coherence in real-time renderingACM SIGGRAPH ASIA 2010 Courses10.1145/1900520.1900544(1-26)Online publication date: 15-Dec-2010
      • (2008)Geometry-aware framebuffer level of detailProceedings of the Nineteenth Eurographics conference on Rendering10.1111/j.1467-8659.2008.01256.x(1183-1188)Online publication date: 23-Jun-2008
      • (2006)Refinement criteria for high fidelity interactive walkthroughsProceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia10.1145/1174429.1174505(453-458)Online publication date: 29-Nov-2006

      View Options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Login options

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media