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Two pass rendering4/3/2023 We present a simple two-pass kernel foveated rendering (KFR) pipeline that maps well. As a result, our system scales well and is even able to render sand, while supporting completely dynamic stackings. Foveated rendering coupled with eye-tracking has the potential to. In particular, we propose a new sampling mechanism to reconstruct novel views from the precomputed ones, together with a new conservative occlusion culling method, coupled with a two-pass rendering pipeline leveraging early-Z rejection. Our approach is architectured around an on-the-fly discrimination mechanism and intensively exploits the rough spherical geometry of the impostor proxy. In this paper, we propose a model based on rich spherical impostors, able to combine precomputed as well as dynamic procedural data, and offering seamless transitions from close instanced meshes to distant points. To ensure a visual continuum, the impostor model should match as closely as possible the mesh on one side, and reduce to a single pixel response that equals point rendering on the other. Our multiscale representation use impostors to achieve the mid-range transition from mesh-based to point-based scales. The optimal representation to render them changes drastically depending on the distance at which they are observed, ranging from sets of detailed textured meshes for near views to point clouds for distant ones. Dense dynamic aggregates of similar elements are frequent in natural phenomena and challenging to render under full real time constraints.
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