Eye-Based Point Rendering for Dynamic Multiview Effects

Proceedings of the ACM on Computer Graphics and Interactive Techniques(2023)

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摘要
Eye-based point rendering (EPR) can make multiview effects much more practical by adding eye (camera) buffer resolution efficiencies to improved view-independent rendering (iVIR). We demonstrate this very successfully by applying EPR to dynamic cube-mapped reflections, sometimes achieving nearly 7× speedups over iVIR and traditional multiview rendering (MVR), with nearly equivalent quality. Our application to omnidirectional soft shadows is less successful, demonstrating that EPR is most effective with larger shader loads and tight eye buffer to off-screen (render target) buffer mappings. This is due to EPR's eye buffer resolution constraints limiting points and shading calculations to the sampling rate of the eye's viewport. In a 2.48 million triangle scene with 50 reflective objects (using 300 off-screen views), EPR renders environment maps with a 49.40ms average frame time on an NVIDIA 1080 Ti GPU. In doing so, EPR generates up to 5x fewer points than iVIR, and regularly performs 50× fewer shading calculations than MVR.
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关键词
Point rendering, Multiview rendering, Environment mapping, Shadow mapping, Recursive reflections, Deferred shading
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