“…These render passes implement the effective shading and lighting for every pixel as well as other screen-space post processing operations such as e.g. antialiasing [Chajdas et al 2011] or ambient occlusion [Bavoil and Sainz 2008]. Building up a deferred shading pipeline raises on one hand the GPU memory consumption for additional texture layers, and on the other hand the pixel fill rate because many more images are produced than effectively used as final output frames.…”
Interactive rendering of large scale vector maps is a key challenge for high-quality geographic visualization software systems. In this paper we present a novel approach for the visualization of large scale vector maps over detailed height-field terrains. Our method uses a deferred line shading approach to render large scale vector maps directly in a screen-space shading stage over a terrain visualization. The fact that there is no traditional geometric polygonal rendering involved allows our algorithm to outperform conventional vector map rendering algorithms for geographic information systems. Our flexible clustered deferred line rendering approach allows a user to interactively customize and apply advanced vector styling methods, as well as the integration into a vector map level-of-detail system.
AbstractInteractive rendering of large scale vector maps is a key challenge for high-quality geographic visualization software systems. In this paper we present a novel approach for the visualization of large scale vector maps over detailed height-field terrains. Our method uses a deferred line shading approach to render large scale vector maps directly in a screen-space shading stage over a terrain visualization. The fact that there is no traditional geometric polygonal rendering involved allows our algorithm to outperform conventional vector map rendering algorithms for geographic information systems. Our flexible clustered deferred line rendering approach allows a user to interactively customize and apply advanced vector styling methods, as well as the integration into a vector map levelof-detail system.
“…These render passes implement the effective shading and lighting for every pixel as well as other screen-space post processing operations such as e.g. antialiasing [Chajdas et al 2011] or ambient occlusion [Bavoil and Sainz 2008]. Building up a deferred shading pipeline raises on one hand the GPU memory consumption for additional texture layers, and on the other hand the pixel fill rate because many more images are produced than effectively used as final output frames.…”
Interactive rendering of large scale vector maps is a key challenge for high-quality geographic visualization software systems. In this paper we present a novel approach for the visualization of large scale vector maps over detailed height-field terrains. Our method uses a deferred line shading approach to render large scale vector maps directly in a screen-space shading stage over a terrain visualization. The fact that there is no traditional geometric polygonal rendering involved allows our algorithm to outperform conventional vector map rendering algorithms for geographic information systems. Our flexible clustered deferred line rendering approach allows a user to interactively customize and apply advanced vector styling methods, as well as the integration into a vector map level-of-detail system.
AbstractInteractive rendering of large scale vector maps is a key challenge for high-quality geographic visualization software systems. In this paper we present a novel approach for the visualization of large scale vector maps over detailed height-field terrains. Our method uses a deferred line shading approach to render large scale vector maps directly in a screen-space shading stage over a terrain visualization. The fact that there is no traditional geometric polygonal rendering involved allows our algorithm to outperform conventional vector map rendering algorithms for geographic information systems. Our flexible clustered deferred line rendering approach allows a user to interactively customize and apply advanced vector styling methods, as well as the integration into a vector map levelof-detail system.
“…Therefore, MLAA is a postprocessing step, and it easily integrates nearly in any rendering pipeline. Techniques, such as FXAA [11], SRAA [12], and SMAA [13] further improve MLAA. All these techniques exhibit good image quality, while adding only little overhead.…”
“…For a survey of the most recent morphological and filtering based techniques see the course notes from Jimenez et al [2011]. Lastly, sub-pixel reconstruction anti-aliasing significantly improves upon post-processing methods by evaluating visibility at super-resolution while limiting shading to one sample per pixel [Chajdas et al 2011].…”
Figure 1: From left to right: 8x super-sample anti-aliasing (SSAA), 8x multi-sample anti-aliasing (MSAA) and surface-based anti-aliasing (SBAA) with 8 visibility and 2 surface samples per pixel. The circles represent visibility samples, while the blue and red discs represent shading samples from two different surfaces. The four red primitives sharing the same vertex are part of the same foreground surface. Our MERGE2 algorithm exploits this configuration and shades only one sample for all four red primitives while reserving a second surface sample for the blue background surface. Unlike multi-sampling, SBAA based algorithms impose an upper bound on the number of captured, stored and shaded surfaces rather than primitives in each pixel, therefore significantly reducing storage and shading costs.
AbstractWe present surface based anti-aliasing (SBAA), a new approach to real-time anti-aliasing for deferred renderers that improves the performance and lowers the memory requirements for anti-aliasing methods that sample sub-pixel visibility. We introduce a novel way of decoupling visibility determination from shading that, compared to previous multi-sampling based approaches, significantly reduces the number of samples stored and shaded per pixel. Unlike postprocess anti-aliasing techniques used in conjunction with deferred renderers, SBAA correctly resolves visibility of sub-pixel features, minimizing spatial and temporal artifacts.
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