Slides - Computer Graphics and Multimedia
Slides - Computer Graphics and Multimedia Slides - Computer Graphics and Multimedia
Approximate EWA Filtering • Reconstruction filter radius r 3D := √ u 2 + v 2 r 3D ≤ 1 • Screen-space filter radius r 2D := d (x, y) /σ r 2D ≤ 1 • Combined filter r := min {r 3D , r 2D } w := Gauss (r) r ≤ 1 Computer Graphics Group Mario Botsch
Approximate EWA Filtering • Restrict minimum projected splat size to 2σ × 2σ pixels • Ensure enough fragments for AA • Done in vertex shader • Combine minimum of radii • Done in fragment shader • 3 additional instructions only Computer Graphics Group Mario Botsch
- Page 1 and 2: High Quality Surface Splatting on T
- Page 3 and 4: Current PBR methods • High qualit
- Page 5 and 6: Overview • Related Work • Defer
- Page 7 and 8: Per-Pixel Phong Shading Flat Shadin
- Page 9 and 10: Comparison Persp. Correct Phong Sha
- Page 11 and 12: Phong Shading for PBR • Interpola
- Page 13 and 14: 3-Pass Deferred Shading Visibility
- Page 15 and 16: Deferred Shading • Clear separati
- Page 17 and 18: Floating Point Precision 16 bit flo
- Page 19 and 20: EWA Anti-Aliasing Screen-space Mini
- Page 21 and 22: Object-Space Filter Only No filteri
- Page 23: Approximate EWA Filtering Reconstru
- Page 27 and 28: Overview • Related Work • Defer
- Page 29 and 30: Approximate EWA Filtering Object-Sp
- Page 31 and 32: NPR Shading Computer Graphics Group
- Page 33 and 34: Comparison Persp. Correct Phong Sha
Approximate EWA Filtering<br />
• Restrict minimum projected splat size to<br />
2σ × 2σ pixels<br />
• Ensure enough fragments for AA<br />
• Done in vertex shader<br />
• Combine minimum of radii<br />
• Done in fragment shader<br />
• 3 additional instructions only<br />
<strong>Computer</strong> <strong>Graphics</strong> Group<br />
Mario Botsch