Geometry Batching using Texture-arrays
Matthias Trapp, Jürgen Döllner
2015
Abstract
High-quality rendering of 3D virtual environments typically depends on high-quality 3D models with significant geometric complexity and texture data. One major bottleneck for real-time image-synthesis represents the number of state changes, which a specific rendering API has to perform. To improve performance, batching can be used to group and sort geometric primitives into batches to reduce the number of required state changes, whereas the size of the batches determines the number of required draw-calls, and therefore, is critical for rendering performance. For example, in the case of texture atlases, which provide an approach for efficient texture management, the batch size is limited by the efficiency of the texture-packing algorithm and the texture resolution itself. This paper presents a pre-processing approach and rendering technique that overcomes these limitations by further grouping textures or texture atlases and thus enables the creation of larger geometry batches. It is based on texture arrays in combination with an additional indexing schema that is evaluated at run-time using shader programs. This type of texture management is especially suitable for real-time rendering of large-scale texture-rich 3D virtual environments, such as virtual city and landscape models.
References
- Boubekeur, T. and Schlick, C. (2006). Interactive Out-OfCore Texturing Using Point-Sampled Textures. In EUROGRAPHICS Symposium on Point-Based Graphics, Boston United States. I.: Computing Methodologies/I.3: COMPUTER GRAPHICS/I.3.7: ThreeDimensional Graphics and Realism/I.3.7.1: Color, shading, shadowing, and texture.
- Buchholz, H. and Döllner, J. (2005). View-Dependent Rendering of Multiresolution Texture-Atlases. In Proceedings of the IEEE Visualization 2005, pages 215- 222.
- Degener, P. and Klein, R. (2007). Texture atlas generation for inconsistent meshes and point sets. In SMI 7807: Proceedings of the IEEE International Conference on Shape Modeling and Applications 2007, pages 156- 168, Washington, DC, USA. IEEE Computer Society.
- Döllner, J. and Baumann, K. (2000). Texturing techniques for terrain visualization. In Proceedings of IEEE Visualization, pages 227-234.
- Dudash, B. (2007). Texture arrays terrain rendering. Technical Report WP-03015-001, NVIDIA Corporation.
- Feldmann, D., Steinicke, F., and Hinrichs, K. H. (2011). Flexible clipmaps for managing growing textures. In In Proceedings of International Conference on Computer Graphics Theory and Applications (GRAPP.
- Guthe, M. and Klein, R. (2003). Automatic texture atlas generation from trimmed nurbs models. In Eurographics 2003.
- Hoppe, H. (1999). Optimization of mesh locality for transparent vertex caching. In SIGGRAPH 7899: Proceedings of the 26th annual conference on Computer graphics and interactive techniques, pages 269-276, New York, NY, USA. ACM Press/Addison-Wesley Publishing Co.
- Hua, W., Zhang, H., Lu, Y., Bao, H., and Peng, Q. (2004). Huge texture mapping for real-time visualization of large-scale terrain. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST 7804, pages 154-157, New York, NY, USA. ACM.
- Mcgraw, T. and Sowers, B. (2008). Hardware accelerated per-texel ambient occlusion mapping. In ISVC 7808: Proceedings of the 4th International Symposium on Advances in Visual Computing, pages 1115-1124, Berlin, Heidelberg. Springer-Verlag.
- Mittring, M. and Crytek (2008). Advanced virtual texture topics. In ACM SIGGRAPH 2008 Games, SIGGRAPH 7808, pages 23-51, New York, NY, USA. ACM.
- Okamoto, R. M., de Mello, F. L., and Esperanc¸a, C. (2008). Texture management in view dependent application for large 3d terrain visualization. In Proceedings of the 2008 Spring Simulation Multiconference, SpringSim 7808, pages 641-647, San Diego, CA, USA. Society for Computer Simulation International.
- Ray, N., Ulysse, J.-C., Cavin, X., and Levy, B. (2003). Generation of radiosity texture atlas for realistic real-time rendering. In Eurographics, Granada, Espagne.
- Taibo, J., Seoane, A., and Hernández, L. (2009). Dynamic virtual textures. Journal of WSCG, 17(1-3):25-32.
- Tanner, C. C., Migdal, C. J., and Jones, M. T. (1998). The clipmap: A virtual mipmap. In Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 7898, pages 151- 158, New York, NY, USA. ACM.
- Velho, L. and Sossai Jr., J. (2007). Projective Texture Atlas Construction for 3D Photography. Visual Computer, 23(9):621-629.
- Wloka, M. (2005). ShaderX3, chapter Improved Batching Via Texture Atlases, pages 155-167. Charles River Media.
Paper Citation
in Harvard Style
Trapp M. and Döllner J. (2015). Geometry Batching using Texture-arrays . In Proceedings of the 10th International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2015) ISBN 978-989-758-087-1, pages 239-246. DOI: 10.5220/0005289902390246
in Bibtex Style
@conference{grapp15,
author={Matthias Trapp and Jürgen Döllner},
title={Geometry Batching using Texture-arrays},
booktitle={Proceedings of the 10th International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2015)},
year={2015},
pages={239-246},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0005289902390246},
isbn={978-989-758-087-1},
}
in EndNote Style
TY - CONF
JO - Proceedings of the 10th International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2015)
TI - Geometry Batching using Texture-arrays
SN - 978-989-758-087-1
AU - Trapp M.
AU - Döllner J.
PY - 2015
SP - 239
EP - 246
DO - 10.5220/0005289902390246