Stochastic Depth Buffer Compression using Generalized Plane Encoding
In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact de...
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| Vydané v: | Computer graphics forum Ročník 32; číslo 2pt1; s. 103 - 112 |
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| Hlavní autori: | , , |
| Médium: | Journal Article |
| Jazyk: | English |
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Oxford, UK
Blackwell Publishing Ltd
01.05.2013
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| ISSN: | 0167-7055, 1467-8659, 1467-8659 |
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| Abstract | In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which significantly lowers total depth buffer bandwidth usage for a range of test scenes. In addition, our compressor/decompressor is simpler in the number of operations needed to execute, which makes our algorithm more amenable for hardware implementation than previous methods. |
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| AbstractList | In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which significantly lowers total depth buffer bandwidth usage for a range of test scenes. In addition, our compressor/decompressor is simpler in the number of operations needed to execute, which makes our algorithm more amenable for hardware implementation than previous methods. [PUBLICATION ABSTRACT] In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which significantly lowers total depth buffer bandwidth usage for a range of test scenes. In addition, our compressor/decompressor is simpler in the number of operations needed to execute, which makes our algorithm more amenable for hardware implementation than previous methods. |
| Author | Andersson, M. Akenine-Möller, T. Munkberg, J. |
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| Copyright | 2013 The Author(s) Computer Graphics Forum © 2013 The Eurographics Association and Blackwell Publishing Ltd. |
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| References | Rasmusson J., Ström J., Akenine-Möller T.: Error-Bounded Lossy Compression of Floating-Point Color Buffers using Quadtree Decomposition. The Visual Computer, 26, 1 (January 2008), 17-30. 2. Greene N., Kass M., Miller G.: Hierarchical Z-Buffer Visibility. In Proceedings of SIGGRAPH 1993 (1993), pp. 231-238. 6. Munkberg J., Akenine-Möller T.: Backface Culling for Motion Blur and Depth of Field. journal of graphics, gpu, and game tools, 15, 2 (2011), 123-139. 4, 5. January 2008; 26 2012 2011 2000 2010 2008 2007 2006 2011; 15 2013 2002 1993; 1993 1999 e_1_2_11_13_2 e_1_2_11_9_2 e_1_2_11_12_2 e_1_2_11_8_2 e_1_2_11_7_2 e_1_2_11_10_2 e_1_2_11_6_2 e_1_2_11_16_2 e_1_2_11_4_2 Morein S. (e_1_2_11_11_2) 2000 e_1_2_11_15_2 e_1_2_11_3_2 e_1_2_11_14_2 e_1_2_11_2_2 Greene N. (e_1_2_11_5_2) 1993; 1993 |
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| SubjectTerms | Algorithms Analysis and texture Buffers Compressing Compressors Computer and Information Sciences Computer graphics Computer Sciences Data- och informationsvetenskap (Datateknik) Datavetenskap (Datalogi) E.4 [Coding and Information Theory]: Data compaction and compression Hardware I.3.1 [Computer Graphics]: Hardware Architecture-Graphics processors I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Color, shading, shadowing, and texture Image processing systems Mathematical analysis Mathematical models Natural Sciences Naturvetenskap Representations shading shadowing Studies Triangles |
| Title | Stochastic Depth Buffer Compression using Generalized Plane Encoding |
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