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| Wencheng Wang, Guofu Xie, "Memory-Efficient Single-Pass GPU Rendering of Multi-fragment Effects," IEEE Transactions on Visualization and Computer Graphics, vol. 99, no. 1, pp. 1, , 5555. | |||
| BibTex | x | ||
| @article{ 10.1109/TVCG.2012.320, author = {Wencheng Wang and Guofu Xie}, title = {Memory-Efficient Single-Pass GPU Rendering of Multi-fragment Effects}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {99}, number = {1}, issn = {1077-2626}, year = {5555}, pages = {1}, doi = {http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.320}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - JOUR JO - IEEE Transactions on Visualization and Computer Graphics TI - Memory-Efficient Single-Pass GPU Rendering of Multi-fragment Effects IS - 1 SN - 1077-2626 SP EP EPD - 1 A1 - Wencheng Wang, A1 - Guofu Xie, PY - 5555 KW - Rendering (computer graphics) KW - Slabs KW - Graphics processing units KW - Complexity theory KW - Data models KW - Ellipsoids KW - Data communication KW - Three-Dimensional Graphics and Realism KW - Computing Methodologies KW - Computer Graphics KW - Picture/Image Generation KW - Methodology and Techniques KW - Graphics data structures and data types VL - 99 JA - IEEE Transactions on Visualization and Computer Graphics ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.320
Web Extra: View Supplemental Material(AVI)
Rendering multi-fragment effects using GPUs is attractive for high speed. However, the efficiency is seriously compromised, because ordering fragments on GPUs is not easy and the GPU's memory may not be large enough to store the whole scene geometry. Hitherto, existing methods have been unsuitable for large models or have required many passes for data transmission from CPU to GPU, resulting in a bottleneck for speedup. This paper presents a stream method for accurate rendering of multi-fragment effects. It decomposes the model into parts and manages these in an efficient manner, guaranteeing that the parts can easily be ordered with respect to any viewpoint, and that each part can be rendered correctly on the GPU. Thus, we can transmit the model data part by part, and once a part has been loaded onto the GPU we immediately render it and composite its result with the results of the processed parts. In this way, we need only a single pass for data access with a very low bounded memory requirement. Moreover, we treat parts in packs for further acceleration. Results show that our method is much faster than existing methods, and can easily handle large models of any size.
Index Terms:
Rendering (computer graphics),Slabs,Graphics processing units,Complexity theory,Data models,Ellipsoids,Data communication,Three-Dimensional Graphics and Realism,Computing Methodologies,Computer Graphics,Picture/Image Generation,Methodology and Techniques,Graphics data structures and data types
Citation:
Wencheng Wang, Guofu Xie, "Memory-Efficient Single-Pass GPU Rendering of Multi-fragment Effects," IEEE Transactions on Visualization and Computer Graphics, 28 Dec. 2012. IEEE computer Society Digital Library. IEEE Computer Society, <http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.320>
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