Commonly used image‐space layouts of shading points, such as used in deferred shading, are strictly view‐dependent, which restricts efficient caching and temporal amortization. In contrast, texture‐space layouts can represent shading… Click to show full abstract
Commonly used image‐space layouts of shading points, such as used in deferred shading, are strictly view‐dependent, which restricts efficient caching and temporal amortization. In contrast, texture‐space layouts can represent shading on all surface points and can be tailored to the needs of a particular application. However, the best grouping of shading points—which we call a shading unit—in texture space remains unclear. Choices of shading unit granularity (how many primitives or pixels per unit) and in shading unit parametrization (how to assign texture coordinates to shading points) lead to different outcomes in terms of final image quality, overshading cost, and memory consumption. Among the possible choices, shading units consisting of larger groups of scene primitives, so‐called meshlets, remain unexplored as of yet. In this paper, we introduce a taxonomy for analyzing existing texture‐space shading methods based on the group size and parametrization of shading units. Furthermore, we introduce a novel texture‐space layout strategy that operates on large shading units: the meshlet shading atlas. We experimentally demonstrate that the meshlet shading atlas outperforms previous approaches in terms of image quality, run‐time performance and temporal upsampling for a given number of fragment shader invocations. The meshlet shading atlas lends itself to work together with popular cluster‐based rendering of meshes with high geometric detail.
               
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