Error-bounded antialiased rendering of complex environments

Ned Greene, M. Kass
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引用次数: 59

Abstract

In previous work, we presented an algorithm to accelerate z-buffer rendering of enormously complex scenes. Here, we extend the approach to antialiased rendering with an algorithm that guarantees that each pixel of the output image is within a user-specified error tolerance of the filtered underlying continuous image. As before, we use an object-space octree to cull hidden geometry rapidly. However, instead of using an image-space depth pyramid to test visibility of collections of pixel samples, we use a quadtree data structure to test visibility throughout image-space regions. When regions are too complex, we use quadtree subdivision to simplify the geometry as in Warnock's algorithm. Subdivison stops when the algorithm can either analytically filter the required region or bound the convolution integral appropriately with interval methods. To the best of our knowledge, this is the first algorithm to antialias with guaranteed accuracy scenes consisting of hundreds of millions of polygons.
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复杂环境的错误边界反锯齿渲染
在之前的工作中,我们提出了一种算法来加速z-buffer渲染非常复杂的场景。在这里,我们使用一种算法将该方法扩展到抗锯齿渲染,该算法保证输出图像的每个像素都在过滤后的底层连续图像的用户指定的容错范围内。与之前一样,我们使用对象空间八叉树来快速剔除隐藏几何。然而,我们没有使用图像空间深度金字塔来测试像素样本集合的可见性,而是使用四叉树数据结构来测试整个图像空间区域的可见性。当区域过于复杂时,我们使用Warnock算法中的四叉树细分来简化几何结构。当算法可以解析过滤所需区域或用区间法对卷积积分进行适当的定界时,细分停止。据我们所知,这是第一个保证由数亿个多边形组成的场景精度的抗混叠算法。
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