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Depth-Fighting Aware Methods for Multifragment Rendering

机译:多片段渲染的深度战斗意识方法

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摘要

Many applications require operations on multiple fragments that result from ray casting at the same pixel location. To this end, several approaches have been introduced that process for each pixel one or more fragments per rendering pass, so as to produce a multifragment effect. However, multifragment rasterization is susceptible to flickering artifacts when two or more visible fragments of the scene have identical depth values. This phenomenon is called coplanarity or Z-fighting and incurs various unpleasant and unintuitive results when rendering complex multilayer scenes. In this work, we develop depth-fighting aware algorithms for reducing, eliminating and/or detecting related flaws in scenes suffering from duplicate geometry. We adapt previously presented single and multipass rendering methods, providing alternatives for both commodity and modern graphics hardware. We report on the efficiency and robustness of all these alternatives and provide comprehensive comparison results. Finally, visual results are offered illustrating the effectiveness of our variants for a number of applications where depth accuracy and order are of critical importance.
机译:许多应用程序需要对在同一像素位置处的射线投射产生的多个片段进行操作。为此,已经引入了几种方法,该方法针对每个像素处理每个渲染遍历一个或多个片段,以产生多片段效果。但是,当场景的两个或更多可见片段具有相同的深度值时,多片段栅格化易受闪烁伪影的影响。这种现象称为共面性或Z角战斗,在渲染复杂的多层场景时会导致各种不愉快和不直观的结果。在这项工作中,我们开发了深度战斗感知算法,用于减少,消除和/或检测场景中重复几何形状相关的缺陷。我们采用了以前介绍的单遍和多遍渲染方法,为商品和现代图形硬件提供了替代方案。我们报告了所有这些替代方案的效率和稳定性,并提供了全面的比较结果。最后,提供的视觉结果说明了我们的变体在深度精度和阶次至关重要的许多应用中的有效性。

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