Implementing the Render Cache and the Edge-and-Point Image On Graphics Hardware
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Abstract
The render cache and the edge-and-point image (EPI) are techniques that permit high quality rendering at interactive rates of models illuminated with complex ray traced techniques, combining sparse sampling and discontinuities-respecting interpolation. The image reconstruction is decoupled from the samples generation process and permits the use of arbitrary shaders to gather shading samples. Although the system uses seemingly familiar graphics operations, their behavior differ in subtle and interesting ways from the regular graphics hardware use. This work presents a multi-pass rendering algorithm that brings the render cache and EPI image generation processes to programmable graphics hardware utilizing their newest capabilities. Its implementation permits substantial performance gains and leverages the CPU workload, allowing more time to be spent on the samples generation. It discusses the performance achieved, optimizations and limitations with the current generation hardware as well as possibilities for future improvements.