Authors:
Haik Lorenz
and
Jürgen Döllner
Affiliation:
Hasso-Plattner-Institute, University of Potsdam, Germany
Keyword(s):
Non-planar projections, Geometry shaders, Geometry amplification, Non-photorealistic rendering.
Related
Ontology
Subjects/Areas/Topics:
Computer Vision, Visualization and Computer Graphics
;
Graphics in Computer Games
;
Interactive Environments
;
Non-Photorealistic Rendering, Painting-Like Rendering, Drawing
;
Real-Time Graphics
;
Real-Time Rendering
;
Rendering
;
Rendering Algorithms
Abstract:
This paper presents an approach to real-time rendering of non-planar projections with a single center and straight projection rays. Its goal is to provide optimal and consistent image quality. It operates entirely in object space to remove the need for image resampling. In contrast to most other object-space approaches, it does not evaluate non-linear functions on the GPU, but approximates the projection itself by a set of perspective projection pieces. Within each piece, graphics hardware can provide optimal image quality. The result is a coherent and crisp rendering. Procedural textures and stylization effects greatly benefit from our method as they usually rely on screen-space operations. The real-time implementation runs entirely on GPU. It replicates input primitives on demand and renders them into all relevant projection pieces. The method is independent of the input mesh density and is not restricted to static meshes. Thus, it is well suited for interactive applications. We de
monstrate it for an analytic and a freely designed projection.
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