当前位置: X-MOL 学术ACM Trans. Graph. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality
ACM Transactions on Graphics  ( IF 6.2 ) Pub Date : 2021-04-27 , DOI: 10.1145/3446790
Joerg H. Mueller 1 , Thomas Neff 1 , Philip Voglreiter 1 , Markus Steinberger 1 , Dieter Schmalstieg 1
Affiliation  

Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies. We find that temporal shading reuse is possible for extended periods of time for a majority of samples, and we show under which circumstances users perceive temporal artifacts. Our analysis implies that we can approximate shading gradients to efficiently determine when and how long shading can be reused. Whereas visibility usually stays temporally coherent from frame to frame for more than 90%, we find that even in heavily animated game scenes with advanced shading, typically more than 50% of shading is also temporally coherent. To exploit this potential, we introduce a temporally adaptive shading framework and apply it to two real-time methods. Its application saves more than 57% of the shader invocations, reducing overall rendering times up to in virtual reality applications without a noticeable loss in visual quality. Overall, our work shows that there is significantly more potential for shading reuse than currently exploited.

中文翻译:

用于实时渲染和虚拟现实的时间自适应着色重用

时间相干性有可能大幅降低渲染中的着色成本。现有技术要么只关注空间阴影重用,要么不能适应性地选择时间着色频率。我们发现对于大多数样本来说,时间着色重用是可能的,并且我们展示了用户在哪些情况下会感知时间伪影。我们的分析意味着我们可以近似着色梯度,以有效地确定何时以及多长时间可以重用着色。虽然可见性通常在 90% 以上的帧与帧之间保持时间连贯,但我们发现即使在具有高级着色的大量动画游戏场景中,通常超过 50% 的着色也是时间连贯的。为了利用这一潜力,我们引入了一个时间自适应着色框架并将其应用于两种实时方法。它的应用程序节省了超过 57% 的着色器调用,将整体渲染时间减少了多达 在虚拟现实应用中没有明显的视觉质量损失。总的来说,我们的工作表明,阴影重用的潜力比目前开发的要大得多。
更新日期:2021-04-27
down
wechat
bug