Hardware-based triangle rasterization is still the prevalent method for generating images at real-time interactive frame rates. With the availability of a programmable graphics pipeline a large variety of techniques are supported for evaluating lighting and material properties of fragments. However, these techniques are usually restricted to evaluating local lighting and material effects. In addition, view-point changes require the complete processing of scene data to generate appropriate images. Reusing already rendered data in the frame buffer for a given view point by warping for a new viewpoint increases navigation fidelity at the expense of introducing artifacts for fragments previously hidden from the viewer. We present fragment-history volumes (FHV), a rendering technique based on a sparse, discretized representation of a 3d scene that emerges from recording all fragments that pass the rasterization stage in the graphics pipeline. These fragments are stored into per-pixel or per-octant lists for further processing; essentially creating an A-buffer. FHVs using per-octant fragment lists are view independent and allow fast resampling for image generation as well as for using more sophisticated approaches to evaluate material and lighting properties, eventually enabling global-illumination evaluation in the standard graphics pipeline available on current hardware. We show how FHVs are stored on the GPU in several ways, how they are created, and how they can be used for image generation at high rates. We discuss results for different usage scenarios, variations of the technique, and some limitations.
翻译:硬软件三角光化仍然是以实时互动框架速率生成图像的常用方法。 随着可编程图形管道的可用性能, 支持使用大量各种技术来评估碎片的照明和材料特性。 但是, 这些技术通常仅限于评估当地照明和材料效应。 此外, 查看点的改变要求完整处理现场数据以生成适当的图像。 在框架缓冲中为某个特定视图点重新使用已经提供的数据, 为新视角进行扭曲, 从而增加导航忠诚性, 从而牺牲为先前从查看器中隐藏的碎片引入文物。 我们展示了碎片历史量( FHV), 这是一种基于从记录通过图形管道的光化阶段的所有碎片中产生的3D场景的分散、 分散的描述技术。 这些碎片被储存在每平流或每摄取的列表中, 基本上创建一个 A- 缓冲。 使用 使用每摄取的碎片列表的 FHV 能够让图像生成快速重现, 用于使用更精密的图像生成( FH) 使用更精密的版本方法来评估现有G- drealal 的图像格式的变异性, 。 我们如何在目前使用各种的版本的版本中评估方法上, 如何使用各种的硬化方法, 以显示各种的图像变压方法,, 如何能 如何在使用不同的格式上, 以显示各种的压压式的压式的压式的图像中, 。