EGGH01: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2001
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Browsing EGGH01: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2001 by Subject "display algorithms"
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Item Quasi-Linear Depth Buffers With Variable Resolution(The Eurographics Association, 2001) Lapidous, Eugene; Jiao, Guofang; Zhang, Jianbo; Wilson, Timothy; Kurt Akeley and Ulrich NeumannIn this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented using linear or quasi-linear mapping function of the distance to the camera to the depth in the screens pace. In particular, the complementary Z buffer algorithm combines simplicity of implementation with significant bandwidth savings. A variable-resolution depth buffer saves bandwidth by changing size of the per-pixel depth access from 24 bits to 16 bits when distance to the pixel from the camera becomes larger than a given threshold, This distance is selected in order to keep the resulting resolution equal or larger than the resolution of the 24-bit screen Z buffer. For dynamic ratios of the distances between far and near planes 500 and above, bandwidth savings may exceed 20%. Quasi-linear depth floating-point depth buffers are best at high dynamic ratios; 3D hardware should support per-frame setting of the optimal depth buffer type and format. Per-frame adjustment of the resolution switch distance allows balancing performance with depth precision and should be exposed in the graphics A PI.