Report 08/07/2017

As we discussed last week, to make our paper better, we should:

  1. Make our algorithm better than others.
  2. Do user study.
  3. Compare with work of others.

To make our algorithm better than others, what I did last week is:

  1. Do interpolation for the rendered scene so there is no feeling of large pixels.
  2. Although interpolated, there are still jaggies in the frame. To reduce jaggies:
    1. I built a contrast map and did contrast-related blur. Jaggies exist at the position where contrast is large.
    2. I did bilateral filtering. The jaggies is not reduced, but it has very good effect of smoothing.

 

To compare with work of others, I need to redo the work of others.

I have already implemented the work of Microsoft without blur.

 

Built a summary for the

Next week:

Implement code of nvidia paper.

A similar apporach: https://github.com/GameTechDev/DeferredCoarsePixelShading

Microsoft code:

https://www.microsoft.com/en-us/download/details.aspx?id=52390

Write the summary paper.

 

Today:

Deferred shading is a screen-space shading technique. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is “deferred” until a second pass.

Decoupled shading: shades fragments rather than micropolygons vertices. Only shades fragments after precise computation of visibility.

Visibility: how much we read from the primitives

Shading rate: how much we render.

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