Progressive high-quality rendering for interactive information cartography using WebGL

Information cartography services provided via web-based clients using real-time rendering do not always necessitate a continuous stream of updates in the visual display. This paper shows how progressive rendering by means of multi-frame sampling and frame accumulation can introduce high-quality visual effects using robust and straightforward implementations. For it, (1) a suitable rendering loop is described, (2) WebGL limitations are discussed, and (3) an adaption of THREE.js featuring progressive anti-aliasing, screen-space ambient occlusion, and depth of field is detailed. Furthermore, sampling strategies are discussed and rendering performance is evaluated, emphasizing the low per-frame costs of this approach.

[1]  Jarke J. van Wijk,et al.  The value of visualization , 2005, VIS 05. IEEE Visualization, 2005..

[2]  Marc Stamminger,et al.  Real-time depth of field using multi-layer filtering , 2015, I3D.

[3]  Philipp Slusallek,et al.  Declarative integration of interactive 3D graphics into the world-wide web: principles, current approaches, and research agenda , 2013, Web3D '13.

[4]  Jürgen Döllner,et al.  Concepts and techniques for integration, analysis and visualization of massive 3D point clouds , 2014, Comput. Environ. Urban Syst..

[5]  Jürgen Döllner,et al.  Real-time rendering of high-quality effects using multi-frame sampling , 2016, SIGGRAPH Posters.

[6]  Morgan McGuire,et al.  The alchemy screen-space ambient obscurance algorithm , 2011, HPG '11.

[7]  Calvin Santiago Three , 1952, Canadian Medical Association Journal.

[8]  Philipp Slusallek,et al.  XML3D: interactive 3D graphics for the web , 2010, Web3D '10.

[9]  Jürgen Döllner,et al.  Interactive software maps for web-based source code analysis , 2013, Web3D '13.

[10]  Michael Zöllner,et al.  X3DOM: a DOM-based HTML5/X3D integration model , 2009, Web3D '09.

[11]  Jürgen Döllner,et al.  Progressive Rendering Using Multi-frame Sampling , 2018 .

[12]  Frederick P. Brooks,et al.  Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes , 1985, Advances in Computer Graphics.

[13]  Louis Bavoil,et al.  Image-space horizon-based ambient occlusion , 2008, SIGGRAPH '08.

[14]  Morgan McGuire,et al.  The Skylanders SWAP Force Depth-of-Field Shader , 2013 .

[15]  Kurt Akeley,et al.  The accumulation buffer: hardware support for high-quality rendering , 1990, SIGGRAPH.