A fundamental operation in computer graphics is to determine for a given point and direction in a scene, which geometric surface is nearest this point from this direction and thus visible. Conceptually, the point and direction define a "ray". Z-buffer hardware can compute surface visibility for a set of rays with a common origin (i.e. eye point) and a regular pattern of directions in real-time. However, this hardware is much less efficient at performing other visibility computations such as those required to accurately render shadows. A more flexible solution to the visible surface problem is needed. This work introduces the irregular Z-buffer algorithm, which efficiently solves the visible surface problem for rays with a common origin and arbitrary directions. In addition, we identify several changes to classical graphics architectures needed for hardware acceleration of this algorithm. Though these modifications are incremental in nature (i.e. no new functional units are introduced), we show that they enable significant new capability. In tandem with the irregular Z-buffer algorithm, a GPU with these changes has applications in: shadow rendering, indirect illumination, frameless rendering, adaptive anti-aliasing, adaptive textures, and jittered sampling. We explore the performance of hard and soft shadow rendering in particular, by way of a detailed hardware simulator. / text
Identifer | oai:union.ndltd.org:UTEXAS/oai:repositories.lib.utexas.edu:2152/18069 |
Date | 28 September 2012 |
Creators | Johnson, Gregory Scott, 1971- |
Source Sets | University of Texas |
Language | English |
Detected Language | English |
Format | electronic |
Rights | Copyright is held by the author. Presentation of this material on the Libraries' web site by University Libraries, The University of Texas at Austin was made possible under a limited license grant from the author who has retained all copyrights in the works. |
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