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Rendering with Coherent Layers January 1, 1997
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Authors
Jed Lengyel
John Snyder
Publication Type Inproceedings
Number P113
Publisher Association for Computing Machinery, Inc. Copyright © 1997 by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this
work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or
[email protected]. The definitive version of this paper can be found at ACM’s Digital Library –http://www.acm.org/dl/.
Abstract
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Abstract For decades, animated cartoons and movie special effects have factored the rendering of a scene into layers that are updated independently and composed in the final display. We apply layer factorization to real-time computer graphics. The layers allow targeting of resources, whether the ink and paint artists of cartoons or the graphics pipeline, to those parts of the scene that are most important. To take advantage of frame-to-frame coherence, we generalize layer factorization to apply to both dynamic geometric objects and terms of the shading model, introduce new ways to trade off fidelity for resource use in individual layers, and show how to compute warps that reuse renderings for multiple frames. We describe quantities, called fiducials, that measure the fidelity of approximations to the original image. Layer update rates, spatial resolution, and other quality parameters are determined by geometric, photometric, visibility and sampling fiducials weighted by the content author’s preferences. We also compare the fidelity of various types of reuse warps and demonstrate the suitability of the affine warp. Using Talisman, a hardware architecture with an efficient layer primitive, the work presented dramatically improves the geometric complexity and shading quality of scenes rendered in real-time.
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