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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >Level-of-Detail Streaming and Rendering using Bidirectional Sparse Virtual Texture Functions
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Level-of-Detail Streaming and Rendering using Bidirectional Sparse Virtual Texture Functions

机译:使用双向稀疏虚拟纹理函数的细节水平流和渲染

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Bidirectional Texture Functions (BTFs) are among the highest quality material representations available today and thus well suited whenever an exact reproduction of the appearance of a material or complete object is required. In recent years, BTFs have started to find application in various industrial settings and there is also a growing interest in the cultural heritage domain. BTFs are usually measured from real-world samples and easily consist of tens or hundreds of gigabytes. By using data-driven compression schemes, such as matrix or tensor factorization, a more compact but still faithful representation can be derived. This way, BTFs can be employed for real-time rendering of photo-realistic materials on the GPU. However, scenes containing multiple BTFs or even single objects with high-resolution BTFs easily exceed available GPU memory on today's consumer graphics cards unless quality is drastically reduced by the compression. In this paper, we propose the Bidirectional Sparse Virtual Texture Function, a hierarchical level-of-detail approach for the real-time rendering of large BTFs that requires only a small amount of GPU memory. More importantly, for larger numbers or higher resolutions, the GPU and CPU memory demand grows only marginally and the GPU workload remains constant. For this, we extend the concept of sparse virtual textures by choosing an appropriate prioritization, finding a trade off between factorization components and spatial resolution. Besides GPU memory, the high demand on bandwidth poses a serious limitation for the deployment of conventional BTFs. We show that our proposed representation can be combined with an additional transmission compression and then be employed for streaming the BTF data to the GPU from from local storage media or over the Internet. In combination with the introduced prioritization this allows for the fast visualization of relevant content in the users field of view and a consecutive progressive refinement.
机译:双向纹理函数(BTF)是当今可用的最高质量的材质表示形式之一,因此非常适合需要精确再现材质或完整对象外观的情况。近年来,BTF已开始在各种工业环境中找到应用,并且对文化遗产领域的兴趣也日益增长。 BTF通常是从实际样本中测得的,很容易包含数十或数百GB。通过使用数据驱动的压缩方案,例如矩阵或张量分解,可以得出更紧凑但仍忠实的表示形式。这样,BTF可以用于在GPU上实时渲染逼真的材质。但是,包含多个BTF或什至具有高分辨率BTF的单个对象的场景很容易超过当今消费者图形卡上的可用GPU内存,除非通过压缩大大降低了质量。在本文中,我们提出了双向稀疏虚拟纹理函数,这是一种层次化的详细级别方法,用于实时渲染大型BTF,只需要少量的GPU内存。更重要的是,对于更大数量或更高的分辨率,GPU和CPU内存需求仅略有增长,并且GPU工作负载保持恒定。为此,我们通过选择适当的优先级来扩展稀疏虚拟纹理的概念,并在分解因子和空间分辨率之间找到权衡。除了GPU内存外,对带宽的高要求还严重限制了常规BTF的部署。我们表明,我们提出的表示形式可以与其他传输压缩结合使用,然后用于从本地存储介质或Internet将BTF数据流传输到GPU。与引入的优先级结合使用,可以在用户视野中快速可视化相关内容并进行连续渐进式细化。

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