Implementing the render cache and the edge-and-point image on graphics hardware

The render cache and the edge-and-point image (EPI) are alternative point-based rendering techniques that combine interactive performance with expensive, high quality shading for complex scenes. They use sparse sampling and intelligent reconstruction to enable fast framerates and to decouple shading from the display update.We present a hybrid CPU/GPU multi-pass system that accelerates these techniques by utilizing programmable graphics processing units (GPUs) to achieve better framerates while freeing the CPU for other uses such as high-quality shading (including global illumination). Because the render cache and EPI differ from the traditional graphics pipeline in interesting ways, we encountered several challenges in using the GPU effectively. We discuss our optimizations to achieve good performance, limitations with the current generation hardware, as well as possibilities for future improvements.

[1]  George Drettakis,et al.  Enhancing and Optimizing the Render Cache , 2002, Rendering Techniques.

[2]  Pat Hanrahan,et al.  Shadow silhouette maps , 2003, ACM Trans. Graph..

[3]  Anselmo Lastra,et al.  Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware , 2002 .

[4]  Karol Myszkowski,et al.  Temporally Coherent Irradiance Caching for High Quality Animation Rendering , 2005, Comput. Graph. Forum.

[5]  George Drettakis,et al.  Interactive Rendering using the Render Cache , 1999, Rendering Techniques.

[6]  Hans-Peter Seidel,et al.  Walkthroughs with Corrective Texturing , 2000, Rendering Techniques.

[7]  László Szirmay-Kalos,et al.  Approximate Ray‐Tracing on the GPU with Distance Impostors , 2005, Comput. Graph. Forum.

[8]  Benjamin Watson,et al.  Adaptive frameless rendering , 2005, EGSR '05.

[9]  Carlo H. Séquin,et al.  Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering , 2000, Rendering Techniques.

[10]  Pat Hanrahan,et al.  Photon mapping on programmable graphics hardware , 2003, HWWS '03.

[11]  Donald P. Greenberg,et al.  Interactive global illumination in dynamic scenes , 2002, SIGGRAPH.

[12]  Donald P. Greenberg,et al.  Combining edges and points for interactive high-quality rendering , 2003, ACM Trans. Graph..

[13]  Pat Hanrahan,et al.  Ray tracing on programmable graphics hardware , 2002, SIGGRAPH Courses.

[14]  David Salesin,et al.  Progressive Previewing of Ray-Traced Images Using Image Plane Disconinuity Meshing , 1997, Rendering Techniques.

[15]  HanrahanPat,et al.  Shadow silhouette maps , 2003 .