Meshlets and How to Shade Them: A Study on Texture-Space Shading

dc.contributor.authorNeff, Thomasen_US
dc.contributor.authorMueller, Joerg H.en_US
dc.contributor.authorSteinberger, Markusen_US
dc.contributor.authorSchmalstieg, Dieteren_US
dc.contributor.editorChaine, Raphaëlleen_US
dc.contributor.editorKim, Min H.en_US
dc.date.accessioned2022-04-22T06:28:28Z
dc.date.available2022-04-22T06:28:28Z
dc.date.issued2022
dc.description.abstractCommonly used image-space layouts of shading points, such as used in deferred shading, are strictly view-dependent, which restricts efficient caching and temporal amortization. In contrast, texture-space layouts can represent shading on all surface points and can be tailored to the needs of a particular application. However, the best grouping of shading points-which we call a shading unit-in texture space remains unclear. Choices of shading unit granularity (how many primitives or pixels per unit) and in shading unit parametrization (how to assign texture coordinates to shading points) lead to different outcomes in terms of final image quality, overshading cost, and memory consumption. Among the possible choices, shading units consisting of larger groups of scene primitives, so-called meshlets, remain unexplored as of yet. In this paper, we introduce a taxonomy for analyzing existing texture-space shading methods based on the group size and parametrization of shading units. Furthermore, we introduce a novel texture-space layout strategy that operates on large shading units: the meshlet shading atlas. We experimentally demonstrate that the meshlet shading atlas outperforms previous approaches in terms of image quality, run-time performance and temporal upsampling for a given number of fragment shader invocations. The meshlet shading atlas lends itself to work together with popular cluster-based rendering of meshes with high geometric detail.en_US
dc.description.number2
dc.description.sectionheadersTexture
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume41
dc.identifier.doi10.1111/cgf.14474
dc.identifier.issn1467-8659
dc.identifier.pages277-287
dc.identifier.pages11 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.14474
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14474
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies --> Rendering; Texturing
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectTexturing
dc.titleMeshlets and How to Shade Them: A Study on Texture-Space Shadingen_US
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