A Real-Time Rendering based on Efficient Updating of Static Objects Buffer
Real-time 3D applications have to guarantee
interactive rendering speed. There is a restriction for the number of
polygons which is rendered due to performance of a graphics hardware
or graphics algorithms. Generally, the rendering performance will be
drastically increased when handling only the dynamic 3d models,
which is much fewer than the static ones. Since shapes and colors of
the static objects don-t change when the viewing direction is fixed, the
information can be reused. We render huge amounts of polygon those
cannot handled by conventional rendering techniques in real-time by
using a static object image and merging it with rendering result of the
dynamic objects. The performance must be decreased as a
consequence of updating the static object image including removing
an static object that starts to move, re-rending the other static objects
being overlapped by the moving ones. Based on visibility of the object
beginning to move, we can skip the updating process. As a result, we
enhance rendering performance and reduce differences of rendering
speed between each frame. Proposed method renders total
200,000,000 polygons that consist of 500,000 dynamic polygons and
the rest are static polygons in about 100 frames per second.
[1] Ivan E, Sutherland, Robert F. Sproull, and Robert A. Schumacker, "A
Characterization of Ten Hidden-Surface Algorithms," ACM Comput.
Surv, 6(1):1-55. 1974.
[2] H. Hubschman and S. W. Zucker, "Frame-to-frame coherence and the
hidden surface computation: constraints for a convex world," ACM
Trans. Graph. 1, 2, pp.129-162. Apr. 1982.
[3] Satyan Coorg and Seth Teller, "Temporally coherent conservative
visibility (extended abstract)," In Proceedings of the twelfth annual
symposium on Computational geometry (SCG '96), ACM, New York,
NY, USA, pp.78-87. 1996.
[4] Shenchang Eric Chen and Lance Williams, "View interpolation for image
synthesis," Proceedings of the 20th annual conference on Computer
graphics and interactive techniques, pp.279-288, Sept. 1993.
[5] Walter B, Drettakis G, Parker S, "Interactive rendering using the render
cache," In Eurographics Workshop on Rendering, Rendering Techniques,
Springer-Verlag, pp.19-30. 1999.
[6] Zhu. T, Wang. R, Luebke D, "A GPU accelerated render cache," In
Pacific Graphics (short paper), 2005.
[7] Diego Nehab, Pedro V. Sander, and John R. Isidoro, "The real-time
reprojection cache," In ACM SIGGRAPH 2006 Sketches (SIGGRAPH
'06), ACM, New York, NY, USA, Article 185. 2006.
[8] Diego Nehab, Pedro V. Sander , Jason Lawrence , Natalya Tatarchuk,
John R. Isidoro, "Accelerating real-time shading with reverse reprojection
caching," Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS
symposium on Graphics hardware, Aug 04-05, 2007.
[9] Meister Eduard Gröller, "Coherence in computer graphics," PhD thesis,
Institute of Computer Graphics and Algorithms, Vienna University of
Technology, Favoritenstrasse 9-11/186, A-1040 Vienna, Austria, 1992.
[10] Gernot Schaufler, "Exploiting Frame to Frame Coherence in a Virtual
Reality System," In Proceedings of the 1996 Virtual Reality Annual
International Symposium, IEEE Computer Society, 1996.
[11] Jed Lengyel and John Snyder, "Rendering with coherent layers," In
Proceedings of the 24th annual conference on Computer graphics and
interactive techniques (SIGGRAPH '97), ACM Press/Addison-Wesley
Publishing Co., New York, NY, USA, pp.233-242. 1997.
[12] D. Scherzer, S. Jeschke, and M. Wimmer, "Pixel-correct shadow maps
with temporal reprojection and shadow test confidence," In: Kautz, J.,
Pattanaik, S. (eds.) Rendering Techniques 2007 Proceedings
Eurographics Symposium on Rendering, Eurographics, pp.45-50.
Eurographics Association, 2007.
[13] D. Scherzer, M. Schwärzler, O. Mattausch, and M. Wimmer, "Real-time
soft shadows using temporal coherence," Lecture Notes in Computer
Science (LNCS), 2009.
[14] Kyoungsu. Oh, and Byeongseok. Shin, "An Efficient Method for
Dynamic Shadow Texture Generation," IEICE Transactions on
Information and Systems 2005, vol. E88-D., pp.671-674, Mar. 2005
[1] Ivan E, Sutherland, Robert F. Sproull, and Robert A. Schumacker, "A
Characterization of Ten Hidden-Surface Algorithms," ACM Comput.
Surv, 6(1):1-55. 1974.
[2] H. Hubschman and S. W. Zucker, "Frame-to-frame coherence and the
hidden surface computation: constraints for a convex world," ACM
Trans. Graph. 1, 2, pp.129-162. Apr. 1982.
[3] Satyan Coorg and Seth Teller, "Temporally coherent conservative
visibility (extended abstract)," In Proceedings of the twelfth annual
symposium on Computational geometry (SCG '96), ACM, New York,
NY, USA, pp.78-87. 1996.
[4] Shenchang Eric Chen and Lance Williams, "View interpolation for image
synthesis," Proceedings of the 20th annual conference on Computer
graphics and interactive techniques, pp.279-288, Sept. 1993.
[5] Walter B, Drettakis G, Parker S, "Interactive rendering using the render
cache," In Eurographics Workshop on Rendering, Rendering Techniques,
Springer-Verlag, pp.19-30. 1999.
[6] Zhu. T, Wang. R, Luebke D, "A GPU accelerated render cache," In
Pacific Graphics (short paper), 2005.
[7] Diego Nehab, Pedro V. Sander, and John R. Isidoro, "The real-time
reprojection cache," In ACM SIGGRAPH 2006 Sketches (SIGGRAPH
'06), ACM, New York, NY, USA, Article 185. 2006.
[8] Diego Nehab, Pedro V. Sander , Jason Lawrence , Natalya Tatarchuk,
John R. Isidoro, "Accelerating real-time shading with reverse reprojection
caching," Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS
symposium on Graphics hardware, Aug 04-05, 2007.
[9] Meister Eduard Gröller, "Coherence in computer graphics," PhD thesis,
Institute of Computer Graphics and Algorithms, Vienna University of
Technology, Favoritenstrasse 9-11/186, A-1040 Vienna, Austria, 1992.
[10] Gernot Schaufler, "Exploiting Frame to Frame Coherence in a Virtual
Reality System," In Proceedings of the 1996 Virtual Reality Annual
International Symposium, IEEE Computer Society, 1996.
[11] Jed Lengyel and John Snyder, "Rendering with coherent layers," In
Proceedings of the 24th annual conference on Computer graphics and
interactive techniques (SIGGRAPH '97), ACM Press/Addison-Wesley
Publishing Co., New York, NY, USA, pp.233-242. 1997.
[12] D. Scherzer, S. Jeschke, and M. Wimmer, "Pixel-correct shadow maps
with temporal reprojection and shadow test confidence," In: Kautz, J.,
Pattanaik, S. (eds.) Rendering Techniques 2007 Proceedings
Eurographics Symposium on Rendering, Eurographics, pp.45-50.
Eurographics Association, 2007.
[13] D. Scherzer, M. Schwärzler, O. Mattausch, and M. Wimmer, "Real-time
soft shadows using temporal coherence," Lecture Notes in Computer
Science (LNCS), 2009.
[14] Kyoungsu. Oh, and Byeongseok. Shin, "An Efficient Method for
Dynamic Shadow Texture Generation," IEICE Transactions on
Information and Systems 2005, vol. E88-D., pp.671-674, Mar. 2005
@article{"International Journal of Information, Control and Computer Sciences:53736", author = "Youngjae Chun and Kyoungsu Oh", title = "A Real-Time Rendering based on Efficient Updating of Static Objects Buffer", abstract = "Real-time 3D applications have to guarantee
interactive rendering speed. There is a restriction for the number of
polygons which is rendered due to performance of a graphics hardware
or graphics algorithms. Generally, the rendering performance will be
drastically increased when handling only the dynamic 3d models,
which is much fewer than the static ones. Since shapes and colors of
the static objects don-t change when the viewing direction is fixed, the
information can be reused. We render huge amounts of polygon those
cannot handled by conventional rendering techniques in real-time by
using a static object image and merging it with rendering result of the
dynamic objects. The performance must be decreased as a
consequence of updating the static object image including removing
an static object that starts to move, re-rending the other static objects
being overlapped by the moving ones. Based on visibility of the object
beginning to move, we can skip the updating process. As a result, we
enhance rendering performance and reduce differences of rendering
speed between each frame. Proposed method renders total
200,000,000 polygons that consist of 500,000 dynamic polygons and
the rest are static polygons in about 100 frames per second.", keywords = "Occlusion query, Real-time rendering, Temporal
coherence.", volume = "7", number = "1", pages = "48-4", }