Abstract
Presenting high‐fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head‐mounted displays (HMDs) suffer from thermal and battery‐life constraints and thus cannot match the render quality of desktop PCs and laptops. Streaming rendering enables to show high‐quality content but can suffer from potentially high latency. We propose an approach to efficiently capture shading samples in object space and packing them into a texture. Streaming this texture to the client, we support temporal frame up‐sampling with high fidelity, low latency and high mobility. We introduce two novel sample distribution strategies and a novel triangle representation in the shading atlas space. Since such a system requires dynamic parallelism, we propose an implementation exploiting the power of hardware‐accelerated tessellation stages. Our approach allows fast de …
Originalsprache | englisch |
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Seiten (von - bis) | 171-182 |
Seitenumfang | 12 |
Fachzeitschrift | Computer Graphics Forum |
Jahrgang | 38 |
Ausgabenummer | 4 |
DOIs | |
Publikationsstatus | Veröffentlicht - 2019 |
Veranstaltung | 2019 Eurographics Symposium on Rendering - Strasbourg, Frankreich Dauer: 10 Juli 2019 → 12 Juli 2019 |