Á¤º¸°úÇÐȸ³í¹®Áö (Journal of KIISE)
Current Result Document :
ÇѱÛÁ¦¸ñ(Korean Title) |
GPU ±â¹Ý °íÁ¤¹Ð ÀûÀÀÇü Á¤Á¡ ±íÀÌ ·»´õ¸µ |
¿µ¹®Á¦¸ñ(English Title) |
GPU-Based High-Precision Adaptive Vertex Depth Rendering |
ÀúÀÚ(Author) |
°ÁØ¿ø
À̼º±æ
Junwon Kang
Sungkil Lee
|
¿ø¹®¼ö·Ïó(Citation) |
VOL 48 NO. 07 PP. 0756 ~ 0763 (2021. 07) |
Çѱ۳»¿ë (Korean Abstract) |
Z-¹öÆÛ ¾Ë°í¸®ÁòÀº Çö´ë 3D ±×·¡ÇȽº ÆÄÀÌÇÁ¶óÀο¡¼ °¡½Ã¼º °áÁ¤¿¡ »ç¿ëµÇ´Â Ç¥ÁØ ±â¹ýÀÌÁö¸¸, Á¤¹ÐµµÀÇ ÇÑ°è·Î ÀÎÇØ Z-fighting Çö»óÀÌ ¹ß»ýÇÒ ¼ö ÀÖ´Ù. ±âÁ¸ÀÇ CPU ±â¹Ý °´Ã¼º° Åõ¿µ Çà·Ä À籸¼ºÀº ÇØ´ç Çö»óÀ» ¿ÏÈÇÒ ¼ö ÀÖÁö¸¸, °´Ã¼º°·Î ¹Ýº¹ÇÏ´Â Çà·Ä À籸¼º°ú ·»´õ¸µ Ä¿¸Çµå´Â º¹ÀâÇÑ Àå¸é¿¡¼ ·»´õ¸µ ÆÄÀÌÇÁ¶óÀÎÀÇ Áö¿¬À» ¹ß»ý½ÃŲ´Ù. ÀÌ¿¡ º» ³í¹®Àº GPU ±â¹Ý °íÁ¤¹Ð ÀûÀÀÇü Á¤Á¡ ±íÀÌ ·»´õ¸µ ±â¹ýÀ» ¼Ò°³ÇÑ´Ù. Á¦¾ÈÇÏ´Â ±â¹ýÀº CPU ±â¹Ý °´Ã¼º° Åõ¿µ Çà·Ä À籸¼º ´ë½Å GPUÀÇ Á¤Á¡ ¼ÎÀÌ´õ¿¡¼ Á¤Á¡º° Ŭ¸³ °ø°£ zÃà ¹Ì¼¼Á¶Á¤À» ÁøÇàÇÑ´Ù. ¹Ì¼¼Á¶Á¤µÈ Á¤Á¡Àº ·»´õ¸µ ÆÄÀÌÇÁ¶óÀÎÀ» Åë°úÇÏ¸ç °´Ã¼¿¡ À§Ä¡¿¡ µû¶ó ÀûÀÀÀûÀ¸·Î ÆíÇâµÈ ±íÀÌ °ªÀ» »ý¼ºÇÑ´Ù. º» ±â¹ýÀº ±íÀÌ Á¤¹Ðµµ¿Í °ü·ÃµÈ GPU Æó»ö Äøµ ¹× ±×¸²ÀÚ ¸ÅÇÎ ±â¹ý µî¿¡ ÀÀ¿ëµÉ ¼ö ÀÖ´Ù. |
¿µ¹®³»¿ë (English Abstract) |
The Z-buffer algorithm is a standard technique for visibility determination in the modern 3D graphics pipeline. However, its limited precision can lead to z-fighting. This can be mitigated by adjusting per-object projection matrices, but its per-object iteration and draw calls become costly for complex scenes. In this paper, we introduce a GPU-based high-precision adaptive vertex depth rendering technique. The technique adjusts the z coordinates of the vertices in the clip space in the vertex shader. The adjusted vertices are adaptively biased depending upon the location of the objects through the rendering pipeline. Our technique can be applied to problems relating to depth precision including GPU occlusion culling and shadow mapping. |
Å°¿öµå(Keyword) |
z-fighting
½Ç½Ã°£ ·»´õ¸µ
GPU
Æó»ö Äøµ
±×¸²ÀÚ ¸ÅÇÎ
z-fighting
real-time rendering
GPU
occlusion culling
shadow mapping
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ÆÄÀÏ÷ºÎ |
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