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Compressed Multisampling for Efficient Hardware Edge Antialiasing

机译:压缩多次采样可实现有效的硬件边缘抗锯齿

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Today's hardware graphics accelerators incorporate techniques to antialias edges and minimize geometry-related sampling artifacts. Two such techniques, brute force su-persampling and multisampling, increase the sampling rate by rasterizing the triangles in a larger antialiasing buffer that is then filtered down to the size of the frame-buffer. The sampling rate is proportional to the number of subsamples in the antialiasing buffer and, when no compression is used, to the memory it occupies. In turn, a larger antialiasing buffer implies an increase in bandwidth, one of the limiting resources for today's applications. In this paper we propose a mechanism to compress the antialiasing buffer and limit the bandwidth requirements while maintaining higher sampling rates. The usual framebuffer-related functions of OpenGL are supported: alpha blending, stenciling, color operations, and color masking. The technique is scalable, allowing for user-specified maximal and minimal sampling rates. The compression scheme includes a mechanism to nicely degrade the quality when too much information would be required. A lower bound on the quality of the resulting image is also available since the sampling rate will never be less than the user-specified minimal rate. The compression scheme is simple enough to be incorporated into standard hardware graphics accelerators. Software simulations show that, for a given bandwidth, our technique offers improved visual results over multisampling schemes.
机译:当今的硬件图形加速器采用了消除边缘锯齿的技术,并最大限度地减少了与几何相关的采样伪像。两种这样的技术,即强力过采样和多重采样,通过在较大的抗锯齿缓冲区中对三角形进行栅格化来提高采样率,然后将其过滤到帧缓冲区的大小。采样率与抗混叠缓冲区中的子采样数成比例,并且在不使用压缩的情况下与其占用的内存成正比。反过来,更大的抗混叠缓冲区意味着带宽的增加,这是当今应用程序的限制资源之一。在本文中,我们提出了一种在保持较高采样率的同时压缩抗混叠缓冲区并限制带宽要求的机制。支持OpenGL的通常与帧缓冲区相关的功能:alpha混合,模板,颜色操作和颜色遮罩。该技术是可扩展的,允许用户指定最大和最小采样率。压缩方案包括一种在需要太多信息时很好地降低质量的机制。由于采样率将永远不会低于用户指定的最小速率,因此也可以对所得图像的质量设置下限。压缩方案非常简单,可以结合到标准硬件图形加速器中。软件仿真表明,对于给定的带宽,我们的技术提供了比多重采样方案更好的视觉效果。

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