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Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling

Akenine-Möller, Tomas LU ; Toth, Robert ; Munkberg, Jacob and Hasselgren, Jon (2012) In Computer Graphics Forum 31(1). p.3-18
Abstract
For depth of field (DOF) rasterization, it is often desired to have an efficient tile versus triangle test, which can conservatively compute which samples on the lens that need to execute the sample-in-triangle test. We present a novel test for this, which is optimal in the sense that the region on the lens cannot be further reduced. Our test is based on removing half-space regions of the (u, v) -space on the lens, from where the triangle definitely cannot be seen through a tile of pixels. We find the intersection of all such regions exactly, and the resulting region can be used to reduce the number of sample-in-triangle tests that need to be performed. Our main contribution is that the theory we develop provides a limit for how efficient... (More)
For depth of field (DOF) rasterization, it is often desired to have an efficient tile versus triangle test, which can conservatively compute which samples on the lens that need to execute the sample-in-triangle test. We present a novel test for this, which is optimal in the sense that the region on the lens cannot be further reduced. Our test is based on removing half-space regions of the (u, v) -space on the lens, from where the triangle definitely cannot be seen through a tile of pixels. We find the intersection of all such regions exactly, and the resulting region can be used to reduce the number of sample-in-triangle tests that need to be performed. Our main contribution is that the theory we develop provides a limit for how efficient a practical tile versus defocused triangle test ever can become. To verify our work, we also develop a conceptual implementation for DOF rasterization based on our new theory. We show that the number of arithmetic operations involved in the rasterization process can be reduced. More importantly, with a tile test, multi-sampling anti-aliasing can be used which may reduce shader executions and the related memory bandwidth usage substantially. In general, this can be translated to a performance increase and/or power savings. (Less)
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author
; ; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
surface algorithms, Three-Dimensional Graphics and RealismuVisible line, 7 [Computer Graphics]:, 3, I, rasterization, culling, depth of field
in
Computer Graphics Forum
volume
31
issue
1
pages
3 - 18
publisher
Wiley-Blackwell
external identifiers
  • wos:000300836400002
  • scopus:84879847356
ISSN
1467-8659
DOI
10.1111/j.1467-8659.2011.02077.x
language
English
LU publication?
yes
id
664b1b3e-899c-4b08-ad8f-5451a386dd9f (old id 2517405)
date added to LUP
2016-04-01 10:05:39
date last changed
2022-02-17 06:30:14
@article{664b1b3e-899c-4b08-ad8f-5451a386dd9f,
  abstract     = {{For depth of field (DOF) rasterization, it is often desired to have an efficient tile versus triangle test, which can conservatively compute which samples on the lens that need to execute the sample-in-triangle test. We present a novel test for this, which is optimal in the sense that the region on the lens cannot be further reduced. Our test is based on removing half-space regions of the (u, v) -space on the lens, from where the triangle definitely cannot be seen through a tile of pixels. We find the intersection of all such regions exactly, and the resulting region can be used to reduce the number of sample-in-triangle tests that need to be performed. Our main contribution is that the theory we develop provides a limit for how efficient a practical tile versus defocused triangle test ever can become. To verify our work, we also develop a conceptual implementation for DOF rasterization based on our new theory. We show that the number of arithmetic operations involved in the rasterization process can be reduced. More importantly, with a tile test, multi-sampling anti-aliasing can be used which may reduce shader executions and the related memory bandwidth usage substantially. In general, this can be translated to a performance increase and/or power savings.}},
  author       = {{Akenine-Möller, Tomas and Toth, Robert and Munkberg, Jacob and Hasselgren, Jon}},
  issn         = {{1467-8659}},
  keywords     = {{surface algorithms; Three-Dimensional Graphics and RealismuVisible line; 7 [Computer Graphics]:; 3; I; rasterization; culling; depth of field}},
  language     = {{eng}},
  number       = {{1}},
  pages        = {{3--18}},
  publisher    = {{Wiley-Blackwell}},
  series       = {{Computer Graphics Forum}},
  title        = {{Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling}},
  url          = {{http://dx.doi.org/10.1111/j.1467-8659.2011.02077.x}},
  doi          = {{10.1111/j.1467-8659.2011.02077.x}},
  volume       = {{31}},
  year         = {{2012}},
}