Eurographics Symposium on Point-based Graphics (2006) Single-pass Point Rendering and Transparent Shading

Eurographics Symposium on Point-based Graphics (2006) Single-pass Point Rendering and Transparent Shading
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欧洲图形学点图形研讨会 (2006) 单通道点渲染和透明着色

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通讯作者:
R. Pajarola
R. Pajarola
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作者:
M. Botsch;B. Chen;Yanci Zhang;R. Pajarola

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硬件加速的基于点的渲染(PBR)算法在过去遭受了多个渲染通道,可能是一个性能限制因素。点几何体上的两个过程是必要的,因为第一个可扩展性飞溅过程对于以下点插值渲染过程中的保守ε-z缓冲区可见性剔除是必要的。这种分离成可扩展性飞溅和点混合,因此处理点几何两次,是当前基于GPU的PBR算法的基本缺点。本文介绍了一种新的GPU加速PBR算法框架,其基本思想是延迟混合。与以往的算法相比,我们制定的光滑点插值问题作为一个图像合成后处理任务。这是通过在预处理中将输入点数据分离成不自重叠的最小独立点组来实现的。作为这一概念的扩展,我们第一次可以在GPU上渲染透明点曲面。对于简单的透明效果,我们的新算法只需要一个单一的几何渲染通过。对于高质量的透明图像合成,额外的渲染通道就足够了。此外,每个碎片的反射和折射多层膜的影响,支持在我们的算法。
Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple rendering passes; possibly a performance limiting factor. Two passes over the point geometry have been necessary because a first visibility-splatting pass has been necessary for conservative ε-z-buffer visibility culling in the following point-interpolation rendering pass. This separation into visibility-splatting and point-blending, hence processing the point geometry twice, is a fundamental drawback of current GPU-based PBR algorithms. In this paper we introduce a new framework for GPU accelerated PBR algorithm whose basic idea is deferred blending. In contrast to prior algorithms, we formulate the smooth point interpolation problem as an image compositing post-processing task. This is achieved by separating the input point data in a pre-process into not self-overlapping minimal independent groups of points. As an extension of this concept, we can for the first time render transparent point surfaces as well on the GPU. For simple transparency effects, our novel algorithm only needs a single geometry rendering pass. For high-quality transparent image synthesis an extra rendering pass is sufficient. Furthermore, per-fragment reflective and refractive multilayer effects are supported in our algorithm.