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Deep screen space

Published: 14 March 2014 Publication History

Abstract

Computing shading such as ambient occlusion (AO), subsurface scattering (SSS) or indirect light (GI) in screen space has recently received a lot of attention. While being efficient to compute, screen space methods have several key limitations such as occlusions, culling, under-sampling of oblique geometry and locality of the transport. In this work we propose a deep screen space to overcome all these problems while retaining computational efficiency. Instead of projecting, culling, shading, rasterizing and resolving occlusions of primitives using a z-buffer, we adaptively tessellate them into surfels proportional to the primitive's projected size, which are optionally shaded and stored on-GPU as an unstructured surfel cloud. Objects closer to the camera receive more details, like in classic framebuffers, but are not affected by occlusions or viewing angle. This surfel cloud can then be used to compute shading. Instead of gathering, we propose to use splatting to a multi-resolution interleaved framebuffer. This allows to exchange detailed shading between pixels close to a surfel and approximate shading between pixels distant to a surfel.

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cover image ACM Conferences
I3D '14: Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
March 2014
166 pages
ISBN:9781450327176
DOI:10.1145/2556700
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 14 March 2014

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Author Tags

  1. graphics hardware
  2. interactive global illumination: level-of-detail
  3. surfels: splatting

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I3D '14
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I3D '14: Symposium on Interactive 3D Graphics and Games
March 14 - 16, 2014
California, San Francisco

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

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  • (2024)Dynamic Voxel‐Based Global IlluminationComputer Graphics Forum10.1111/cgf.15262Online publication date: 2-Oct-2024
  • (2023)State of the Art in Efficient Translucent Material Rendering with BSSRDFComputer Graphics Forum10.1111/cgf.1499843:1Online publication date: 22-Dec-2023
  • (2022)Clustered voxel real-time global illuminationComputers & Graphics10.1016/j.cag.2022.01.005103(75-89)Online publication date: Apr-2022
  • (2022)Screen space indirect lighting with visibility bitmaskThe Visual Computer10.1007/s00371-022-02703-y39:11(5925-5936)Online publication date: 11-Nov-2022
  • (2021)Stochastic-Depth Ambient OcclusionProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34512684:1(1-15)Online publication date: 28-Apr-2021
  • (2021)Illumination-aware Digital Image Compositing for Full-length Human Figures2021 International Conference on Cyberworlds (CW)10.1109/CW52790.2021.00011(17-24)Online publication date: Sep-2021
  • (2021)Comparative Analysis of Real-Time Global Illumination Techniques in Current Game EnginesIEEE Access10.1109/ACCESS.2021.31096639(125158-125183)Online publication date: 2021
  • (2019)Deep‐learning the Latent Space of Light TransportComputer Graphics Forum10.1111/cgf.1378338:4(207-217)Online publication date: 30-Jul-2019
  • (2019)Fast raycasting using a compound deep image for virtual point light range determinationComputational Visual Media10.1007/s41095-019-0144-15:3(257-265)Online publication date: 24-May-2019
  • (2018)Screen space approximate gaussian hullsProceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations10.2312/sre.20181177(107-115)Online publication date: 1-Jul-2018
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