Browsing by Author "Schmalstieg, Dieter"
Now showing 1 - 3 of 3
Results Per Page
Sort Options
Item EUROGRAPHICS 2021: Tutorials Frontmatter(Eurographics Association, 2021) O'Sullivan, Carol; Schmalstieg, Dieter; O'Sullivan, Carol and Schmalstieg, DieterItem Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPU(The Eurographics Association and John Wiley & Sons Ltd., 2019) Dokter, Mark; Hladký, Jozef; Parger, Mathias; Schmalstieg, Dieter; Seidel, Hans-Peter; Steinberger, Markus; Alliez, Pierre and Pellacini, FabioIn this paper, we introduce the CPatch, a curved primitive that can be used to construct arbitrary vector graphics. A CPatch is a generalization of a 2D polygon: Any number of curves up to a cubic degree bound a primitive. We show that a CPatch can be rasterized efficiently in a hierarchical manner on the GPU, locally discarding irrelevant portions of the curves. Our rasterizer is fast and scalable, works on all patches in parallel, and does not require any approximations. We show a parallel implementation of our rasterizer, which naturally supports all kinds of color spaces, blending and super-sampling. Additionally, we show how vector graphics input can efficiently be converted to a CPatch representation, solving challenges like patch self-intersections and false inside-outside classification. Results indicate that our approach is faster than the state-of-the-art, more flexible and could potentially be implemented in hardware.Item Meshlets and How to Shade Them: A Study on Texture-Space Shading(The Eurographics Association and John Wiley & Sons Ltd., 2022) Neff, Thomas; Mueller, Joerg H.; Steinberger, Markus; Schmalstieg, Dieter; Chaine, Raphaëlle; Kim, Min H.Commonly 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.