An Adaptive Method for Shader Simplification

Xijun Song, Changhe Tu, Yanning Xu
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引用次数: 1

Abstract

Programmable shader is a powerful tool to describe objects' appearances in the realm of computer graphics. However, executing shaders takes up much time during rendering and can easily go beyond the computer hardware capability. We present a novel method to simplify both programmable shaders based on Render Man Shading Language and geometries for reducing rendering time with little quality loss. Given a level, we use progressive mesh to simplify geometries adaptively to obtain an appropriate representation, besides, shaders can also be automatically simplified by applying our simplification rules. To our knowledge, research on geometry level of detail often combines texture level of detail, whereas our approach is the first to implement the combination of geometry level of detail and shader level of detail.
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一种自适应的着色器简化方法
在计算机图形领域,可编程着色器是描述物体外观的强大工具。然而,在渲染过程中执行着色器会占用大量时间,并且很容易超出计算机硬件的能力。我们提出了一种新的方法来简化基于渲染人着色语言和几何图形的可编程着色器,以减少渲染时间和质量损失。给定一个关卡,我们使用渐进式网格自适应地简化几何图形以获得合适的表示,此外,着色器也可以通过应用我们的简化规则自动简化。据我们所知,对几何细节层次的研究通常结合纹理细节层次,而我们的方法是第一个实现几何细节层次和着色细节层次的结合。
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