Texture-space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real-time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real-time per-frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per-frame. Our method combines new per-frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel-to-pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings.
翻译:纹理空间着色(TSS)方法将着色与光栅化解耦,使得着色可以在与光栅化不同的帧率和空间分辨率下执行。TSS具有许多潜在应用,包括跨网络的流式着色,以及通过连续帧间的着色复用和/或相对于显示分辨率降低的着色分辨率来降低渲染成本。实时TSS着色需要足够小的纹理图集,以便轻松存储在GPU内存中。使用静态图集会导致显著的空间浪费,这促使了实时逐帧图集化策略的发展,该策略仅打包每帧中可见的内容。我们提出了FastAtlas,一种完全在GPU上运行的新型图集化方法,其速度足以实现逐帧交互速率。我们的方法结合了新的逐帧图表计算与参数化策略,以及一个高效的通用图表打包算法。我们的图表化策略消除了输出渲染中的可见接缝,并且我们的参数化确保了恒定的纹素到像素比率,避免了不期望的欠采样伪影。与先前工作相比,我们的打包方法更为通用,并能生成更紧密打包的图集。这些创新共同使我们能够生成比使用替代图集化策略所产生着色输出视觉质量显著更高的结果。我们通过使用不同的图集设置(反映不同TSS应用的需求:时间复用、流式传输、降低或提升的着色率)对具有挑战性的场景进行着色和渲染,验证了FastAtlas。我们广泛地将FastAtlas与先前的替代方案进行比较,并证明在相同设置下,它比先前方法实现了更好的着色质量并减少了纹理拉伸。