Results 1 - 10
of
14
D.: Subpixel reconstruction antialiasing for deferred shading
- In Proc. of I3D ’11
"... Figure 1: Subpixel Reconstruction Antialiasing produces an image approaching 16 × supersampling quality using the shading samples from a regular 1 × grid. It applies a joint bilateral filter inside each pixel based on subpixel geometric samples in a Latin square. Scene from Marvel Ultimate Alliance ..."
Abstract
-
Cited by 7 (1 self)
- Add to MetaCart
Figure 1: Subpixel Reconstruction Antialiasing produces an image approaching 16 × supersampling quality using the shading samples from a regular 1 × grid. It applies a joint bilateral filter inside each pixel based on subpixel geometric samples in a Latin square. Scene from Marvel Ultimate Alliance 2 (see Figure 8), courtesy of Vicarious Visions. Shown: 4 geometric samples/pixel, planes+normals depth metric. Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1×) shading with subpixel visibility to create antialiased im-ages without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with su-perresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. For example, our im-plementation evaluates SRAA in 1.8 ms (1280×720) to yield an-tialiasing quality comparable to 4-16 × shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10ms shading. We also describe simplifications that increase performance by reducing quality.
Antialiasing Recovery
"... We present a method for restoring antialiased edges that are damaged by certain types of nonlinear image filters. This problem arises with many common operations such as intensity thresholding, tone mapping, gamma correction, histogram equalization, bilateral filters, unsharp masking, and certain no ..."
Abstract
-
Cited by 6 (0 self)
- Add to MetaCart
We present a method for restoring antialiased edges that are damaged by certain types of nonlinear image filters. This problem arises with many common operations such as intensity thresholding, tone mapping, gamma correction, histogram equalization, bilateral filters, unsharp masking, and certain non-photorealistic filters. We present a simple algorithm that selectively adjusts the local gradients in affected regions of the filtered image so that they are consistent with those in the original image. Our algorithm is highly parallel and is therefore easily implemented on a GPU. Our prototype system can process up to 500 megapixels per second and we present results for a number of different image filters.
Decoupled deferred shading for hardware rasterization
- In Proceedings of I3D ’12, ACM
, 2012
"... Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. These images show depth of field rendering with 4 × visibility supersampling (left), a visualization of the shading rate (sspp–shading samples per pixel, center), and the same shading as seen from a pi ..."
Abstract
-
Cited by 4 (0 self)
- Add to MetaCart
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. These images show depth of field rendering with 4 × visibility supersampling (left), a visualization of the shading rate (sspp–shading samples per pixel, center), and the same shading as seen from a pin-hole camera (right). Our adaptive scheme reduces the shading frequency of defocused regions. In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the vis-ibility. This enables caching and efficient reuse of shading com-putation, e.g. for stochastic rasterization techniques. In contrast to previous methods, our decoupled shading can be efficiently im-plemented on current graphics hardware. We describe two vari-ants which differ in the way the shading samples are cached: the first maintains a single cache for the entire image in global mem-ory, while the second pursues a tile-based approach leveraging local memory of the GPU’s multiprocessors. We demonstrate the appli-cation of decoupled deferred shading to speed up the rendering in applications with stochastic supersampling, depth of field, and mo-tion blur.
Surface Based AntiAliasing
- In Proc. of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2012, 159–164. [Uni11] Unity Technologies. Unity Reference Manual. http://unity3d.com/support/documentation/Components, [YSL08
"... (SBAA) with 8 visibility and 2 surface samples per pixel. The circles represent visibility samples, while the blue and red discs represent shading samples from two different surfaces. The four red primitives sharing the same vertex are part of the same foreground surface. Our MERGE2 algorithm exploi ..."
Abstract
-
Cited by 3 (1 self)
- Add to MetaCart
(SBAA) with 8 visibility and 2 surface samples per pixel. The circles represent visibility samples, while the blue and red discs represent shading samples from two different surfaces. The four red primitives sharing the same vertex are part of the same foreground surface. Our MERGE2 algorithm exploits this configuration and shades only one sample for all four red primitives while reserving a second surface sample for the blue background surface. Unlike multi-sampling, SBAA based algorithms impose an upper bound on the number of captured, stored and shaded surfaces rather than primitives in each pixel, therefore significantly reducing storage and shading costs. We present surface based anti-aliasing (SBAA), a new approach to real-time anti-aliasing for deferred renderers that improves the performance and lowers the memory requirements for anti-aliasing methods that sample sub-pixel visibility. We introduce a novel way of decoupling visibility determination from shading that, compared to previous multi-sampling based approaches, significantly reduces the number of samples stored and shaded per pixel. Unlike post-process anti-aliasing techniques used in conjunction with deferred renderers, SBAA correctly resolves visibility of sub-pixel features, minimizing spatial and temporal artifacts.
SMAA: Enhanced Subpixel Morphological Antialiasing
"... Figure 1: Example of SMAA 4x integrated in the Crysis 2 game. The insets show the differences between MLAA [JME ∗ 11], our novel SMAA T2x and 4x algorithms and MSAA 8x as reference. For 1080p frames, the average cost of SMAA T2x is 1.3 ms and 2.6 ms for SMAA 4x, measured on a NVIDIA GeForce GTX 470. ..."
Abstract
-
Cited by 2 (0 self)
- Add to MetaCart
(Show Context)
Figure 1: Example of SMAA 4x integrated in the Crysis 2 game. The insets show the differences between MLAA [JME ∗ 11], our novel SMAA T2x and 4x algorithms and MSAA 8x as reference. For 1080p frames, the average cost of SMAA T2x is 1.3 ms and 2.6 ms for SMAA 4x, measured on a NVIDIA GeForce GTX 470. We present a new image-based, post-processing antialiasing technique, which offers practical solutions to the common, open problems of existing filter-based real-time antialiasing algorithms. Some of the new features include local contrast analysis for more reliable edge detection, and a simple and effective way to handle sharp geometric features and diagonal lines. This, along with our accelerated and accurate pattern classification allows for a better reconstruction of silhouettes. Our method shows for the first time how to combine morphological antialiasing (MLAA) with additional multi/supersampling strategies (MSAA, SSAA) for accurate subpixel features, and how to couple it with temporal reprojection; always preserving the sharpness of the image. All these solutions combine synergies making for a very robust technique, yielding results of better overall quality than previous approaches while more closely converging to MSAA/SSAA references but maintaining extremely fast execution times. Additionally, we propose different presets to better fit the available resources or particular needs of each scenario.
MORPHOLOGICAL ANTIALIASING AND TOPOLOGICAL RECONSTRUCTION
"... Abstract: Morphological antialiasing is a post-processing approach which does note require additional samples compu-tation. This algorithm acts as a non-linear filter, ill-suited to massively parallel hardware architectures. We redesigned the initial method using multiple passes with, in particular, ..."
Abstract
-
Cited by 1 (0 self)
- Add to MetaCart
(Show Context)
Abstract: Morphological antialiasing is a post-processing approach which does note require additional samples compu-tation. This algorithm acts as a non-linear filter, ill-suited to massively parallel hardware architectures. We redesigned the initial method using multiple passes with, in particular, a new approach to line length com-putation. We also introduce in the method the notion of topological reconstruction to correct the weaknesses of postprocessing antialiasing techniques. Our method runs as a pure post-process filter providing full-image antialiasing at high framerates, competing with traditional MSAA. 1
Non-Sampled Anti-Aliasing
, 2013
"... In this paper we present a parallel method for high-quality edge anti-aliasing in rasterization. In contrast to traditional graphics hardware methods, which rely on massive oversampling to combat aliasing issues, we evaluate a closed-form solution of the associated prefilter convolution. This enable ..."
Abstract
- Add to MetaCart
In this paper we present a parallel method for high-quality edge anti-aliasing in rasterization. In contrast to traditional graphics hardware methods, which rely on massive oversampling to combat aliasing issues, we evaluate a closed-form solution of the associated prefilter convolution. This enables the use of a wide range of filter functions with arbitrary kernel sizes, as well as general shading methods such as texture mapping or complex illumination models. Due to the use of analytic solutions, our results are exact in the mathematical sense and provide objective ground-truth for other anti-aliasing methods and enable the rigorous comparison of different models and filters. An efficient implementation on general purpose graphics hardware is discussed and several comparisons to existing techniques and of various filter functions are given.
An Applied Approach for Real-Time Level-of-Detail Woven Fabric Rendering
"... Photorealistic rendering of fabric is essential in many applications ranging from movie special effects to e-commerce and fashion design. Existing techniques usually render the fabric’s microscale structure. However, this can result in severe aliasing and is unsuitable for interactive cloth simulati ..."
Abstract
- Add to MetaCart
(Show Context)
Photorealistic rendering of fabric is essential in many applications ranging from movie special effects to e-commerce and fashion design. Existing techniques usually render the fabric’s microscale structure. However, this can result in severe aliasing and is unsuitable for interactive cloth simulation and manipulation. In this paper we describe a novel real-time level-of-detail fabric rendering technique. The algorithm adjusts geometry and texture details with changing viewpoint by using a mipmapping approach, in order to obtain a perceptually consistent representation on the screen. Compared to previous work we also introduce more parameters allowing the simulation of a wider range of fabrics. Our evaluation demonstrates that the presented approach results in realistic renderings, increases the shader’s run-time speed, and reduces aliasing artifacts by hiding the underlying yarn geometry.
Towards Automatic Band-Limited Procedural Shaders
"... Procedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing is typically achieved through numerical techniques like supersampling or preco ..."
Abstract
- Add to MetaCart
(Show Context)
Procedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing is typically achieved through numerical techniques like supersampling or precomputing integrals stored in mipmaps. This paper explores the problem of analytically computing a band-limited version of a procedural shader as a continuous function of the sampling rate. There is currently no known way of analytically computing these integrals in general. We explore the conditions under which exact solutions are possible and develop several approximation strategies for when they are not. Compared to supersampling methods, our approach produces shaders that are less expensive to evaluate and closer to ground truth in many cases. Compared to mipmapping or precomputation, our approach produces shaders that support an arbitrary bandwidth parameter and require less storage. We evaluate our method on a range of spatially-varying shader functions, automatically producing antialiased versions that have comparable error to 4x4 multisampling but can be over an order of magnitude faster. While not complete, our approach is a promising first step toward this challenging goal and indicates a number of interesting directions for future work.