Real‐Time Rendering Techniques with Hardware Tessellation

Real‐Time Rendering Techniques with Hardware Tessellation
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DOI:
10.1111/cgf.12714
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发表时间:
2016-02
影响因子:
2.5
通讯作者:
M. Nießner;B. Keinert;Matthew Fisher;M. Stamminger;Charles T. Loop;Henry Schäfer
M. Nießner;B. Keinert;Matthew Fisher;M. Stamminger;Charles T. Loop;Henry Schäfer
中科院分区:
计算机科学4区
文献类型:
--
作者:
M. Nießner;B. Keinert;Matthew Fisher;M. Stamminger;Charles T. Loop;Henry Schäfer

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图形硬件已经逐步得到优化,能够以越来越灵活的着色方式渲染更多的三角形。对于高度精细的几何图形,交互式应用程序将自身限制在对固定几何图形进行变换上,因为它们无法承担在渲染时生成平滑或位移几何图形并将其传输到GPU所需的成本。由于图形硬件近期的进步,特别是GPU的细分单元,现在可以在GPU的渲染管道内即时生成复杂的几何图形。这使得在实时应用中能够生成和平移平滑的参数曲面。然而,由于细分模式有限或细分阶段的并行执行模型,许多在离线渲染中已经成熟的方法无法直接迁移。在本次综述中,我们通过总结、讨论和比较实时渲染平滑且高度精细表面的方法,对该主题的近期工作和挑战进行了概述。
Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real‐time applications. However, many well‐established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time.