PG2021 Short Papers, Posters, and Work-in-Progress Papers
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Browsing PG2021 Short Papers, Posters, and Work-in-Progress Papers by Author "Kerbl, Bernhard"
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Item Temporally Stable Content-Adaptive and Spatio-Temporal Shading Rate Assignment for Real-Time Applications(The Eurographics Association, 2021) Stappen, Stefan; Unterguggenberger, Johannes; Kerbl, Bernhard; Wimmer, Michael; Lee, Sung-Hee and Zollmann, Stefanie and Okabe, Makoto and Wünsche, BurkhardWe propose two novel methods to improve the efficiency and quality of real-time rendering applications: Texel differential-based content-adaptive shading (TDCAS) and spatio-temporally filtered adaptive shading (STeFAS). Utilizing Variable Rate Shading (VRS)-a hardware feature introduced with NVIDIA's Turing micro-architecture-and properties derived during rendering or Temporal Anti-Aliasing (TAA), our techniques adapt the resolution to improve the performance and quality of real-time applications. VRS enables different shading resolution for different regions of the screen during a single render pass. In contrast to other techniques, TDCAS and STeFAS have very little overhead for computing the shading rate. STeFAS enables up to 4x higher rendering resolutions for similar frame rates, or a performance increase of 4× at the same resolution.Item View-Dependent Impostors for Architectural Shape Grammars(The Eurographics Association, 2021) Jia, Chao; Roth, Moritz; Kerbl, Bernhard; Wimmer, Michael; Lee, Sung-Hee and Zollmann, Stefanie and Okabe, Makoto and Wünsche, BurkhardProcedural generation has become a key component in satisfying a growing demand for ever-larger, highly detailed geometry in realistic, open-world games and simulations. In this paper, we present our work towards a new level-of-detail mechanism for procedural geometry shape grammars. Our approach automatically identifies and adds suitable surrogate rules to a shape grammar's derivation tree. Opportunities for surrogates are detected in a dedicated pre-processing stage. Where suitable, textured impostors are then used for rendering based on the current viewpoint at runtime. Our proposed methods generate simplified geometry with superior visual quality to the state-of-the-art and roughly the same rendering performance.