Tightening the Precision of Perspective Rendering

نویسندگان

  • Paul Upchurch
  • Mathieu Desbrun
چکیده

Precise depth calculation is of crucial importance in graphics rendering. Improving precision raises the quality of all downstream graphical techniques that rely on computed depth (e.g., depth buffers, soft and hard shadow maps, screen space ambient occlusion, and 3D stereo projection). In addition, the domain of correctly renderable scenes is expanded by allowing larger far-to-near plane ratios and smaller depth separation between mesh elements. Depth precision is an ongoing problem as visible artifacts continue to plague applications from interactive games to scientific visualizations despite advances in graphics hardware. In this paper we present and analyze two methods that greatly impact visual quality by automatically improving the precision of depth values calculated in a standard perspective divide rendering system such as OpenGL or DirectX. The methods are easy to implement and compatible with 1/Z depth value calculations. The analysis can be applied to any depth projection based on the method of homogeneous coordinates.

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عنوان ژورنال:
  • J. Graphics Tools

دوره 16  شماره 

صفحات  -

تاریخ انتشار 2012