Implicit surfaces are known for their ability to represent smooth objects of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields, we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight volume of interest for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to decorrelate field evaluation complexity from the full blobtree size. The ray processing itself is done using the sphere-tracing algorithm. The pipeline scales well to surfaces consisting of thousands of primitives.
翻译:隐式曲面以其使用blobtree结构来组合基元的能力而闻名,能够表示任意拓扑的光滑对象。我们提出了一种新型的瓦片式渲染管线,适用于建模场景,即当基元参数更新时,无需预处理。当使用近似有符号距离场时,我们依赖于紧凑的光滑CSG运算符 - 从标准有界运算符扩展而来 - 来计算给定的屏幕瓦片的所有基元的紧密感兴趣的体积。管线依赖于低分辨率的A-buffer,用于存储给定屏幕瓦片的感兴趣的基元。在光线处理过程中,A-buffer用于在子frustum内同步线程,从而允许在工作组内进行协同场评估。我们使用一种稀疏的自下而上树遍历方法,以实时修剪blobtree,从而将场评估复杂度与完整的blobtree大小解耦。光线处理本身是通过使用球追踪算法来完成的。该管线可很好地扩展到由数千个基元组成的曲面。