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dc.contributor.authorDorn, Jonathanen_US
dc.contributor.authorBarnes, Connellyen_US
dc.contributor.authorLawrence, Jasonen_US
dc.contributor.authorWeimer, Westleyen_US
dc.contributor.editorStam, Jos and Mitra, Niloy J. and Xu, Kunen_US
dc.date.accessioned2015-10-07T05:12:02Z
dc.date.available2015-10-07T05:12:02Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12747en_US
dc.description.abstractProcedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing is typically achieved through numerical techniques like supersampling or precomputing integrals stored in mipmaps. This paper explores the problem of analytically computing a band-limited version of a procedural shader as a continuous function of the sampling rate. There is currently no known way of analytically computing these integrals in general. We explore the conditions under which exact solutions are possible and develop several approximation strategies for when they are not. Compared to supersampling methods, our approach produces shaders that are less expensive to evaluate and closer to ground truth in many cases. Compared to mipmapping or precomputation, our approach produces shaders that support an arbitrary bandwidth parameter and require less storage. We evaluate our method on a range of spatially-varying shader functions, automatically producing antialiased versions that have comparable error to 4x4 multisampling but can be over an order of magnitude faster. While not complete, our approach is a promising first step toward this challenging goal and indicates a number of interesting directions for future work.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleTowards Automatic Band-Limited Procedural Shadersen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersRenderingen_US
dc.description.volume34en_US
dc.description.number7en_US
dc.identifier.doi10.1111/cgf.12747en_US
dc.identifier.pages077-087en_US


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