Real-time view independent rasterization for multi-view rendering


Conference


A. Marrs, B. Watson, C. G. Healey
Proceedings European Association for Computer Graphics (EuroGraphics '17), 2017, pp. 17-20


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APA   Click to copy
Marrs, A., Watson, B., & Healey, C. G. (2017). Real-time view independent rasterization for multi-view rendering (pp. 17–20). https://doi.org/10.2312/egsh.20171004


Chicago/Turabian   Click to copy
Marrs, A., B. Watson, and C. G. Healey. “Real-Time View Independent Rasterization for Multi-View Rendering.” In , 17–20. Proceedings European Association for Computer Graphics (EuroGraphics '17), 2017.


MLA   Click to copy
Marrs, A., et al. Real-Time View Independent Rasterization for Multi-View Rendering. 2017, pp. 17–20, doi:10.2312/egsh.20171004.


BibTeX   Click to copy

@conference{a2017a,
  title = {Real-time view independent rasterization for multi-view rendering},
  year = {2017},
  pages = {17-20},
  series = {Proceedings European Association for Computer Graphics (EuroGraphics '17)},
  doi = {10.2312/egsh.20171004},
  author = {Marrs, A. and Watson, B. and Healey, C. G.}
}

Abstract

Multi-view soft shadows rendered using: (left) traditional multi-pass rasterization; (right) view-independent rasterization (VIR), both methods produce high quality shadow penumbra, but VIR requires only a fraction of the time

Existing graphics hardware parallelizes view generation poorly, placing many multi-view effects – such as soft shadows, defocus blur, and reflections – out of reach for real-time applications. We present emerging solutions that address this problem using a high density point set tailored per frame to the current multi-view configuration, coupled with relatively simple reconstruction kernels. Points are a more flexible rendering primitive, which we leverage to render many high resolution views in parallel. Preliminary results show our approach accelerates point generation and the rendering of multi-view soft shadows up to 9×.


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