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dc.contributor.authorHladky, Jozefen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.authorSteinberger, Markusen_US
dc.contributor.editorMitra, Niloy and Viola, Ivanen_US
dc.date.accessioned2021-04-09T08:01:38Z
dc.date.available2021-04-09T08:01:38Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.142648
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf142648
dc.description.abstractStreaming rendering, e.g., rendering in the cloud and streaming via a mobile connection, suffers from increased latency and unreliable connections. High quality framerate upsampling can hide these issues, especially when capturing shading into an atlas and transmitting it alongside geometric information. The captured shading information must consider triangle footprints and temporal stability to ensure efficient video encoding. Previous approaches only consider either temporal stability or sample distributions, but none focuses on both. With SnakeBinning, we present an efficient triangle packing approach that adjusts sample distributions and caters for temporal coherence. Using a multi-dimensional binning approach, we enforce tight packing among triangles while creating optimal sample distributions. Our binning is built on top of hardware supported real-time rendering where bins are mapped to individual pixels in a virtual framebuffer. Fragment shader interlock and atomic operations enforce global ordering of triangles within each bin, and thus temporal coherence according to the primitive order is achieved. Resampling the bin distribution guarantees high occupancy among all bins and a dense atlas packing. Shading samples are directly captured into the atlas using a rasterization pass, adjusting samples for perspective effects and creating a tight packing. Comparison to previous atlas packing approaches shows that our approach is faster than previous work and achieves the best sample distributions while maintaining temporal coherence. In this way, SnakeBinning achieves the highest rendering quality under equal atlas memory requirements. At the same time, its temporal coherence ensures that we require equal or less bandwidth than previous state-of-the-art. As SnakeBinning outperforms previous approach in all relevant aspects, it is the preferred choice for texture-based streaming rendering.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectTexturing
dc.subjectVirtual reality
dc.subjectImage
dc.subjectbased rendering
dc.subjecttexture
dc.subjectspace shading
dc.subjectobject space shading
dc.subjectshading atlas
dc.subjectstreaming
dc.subjecttemporal coherence
dc.subjectvirtual reality
dc.titleSnakeBinning: Efficient Temporally Coherent Triangle Packing for Shading Streamingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersData Structures
dc.description.volume40
dc.description.number2
dc.identifier.doi10.1111/cgf.142648
dc.identifier.pages475-488


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