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ABSTRACT
The use of double-buffered displays, in which the previous image is displayed until the next image is complete, can impair the interactivity of systems that require tight coupling between the human user and the computer. We are experimenting with an alternate rendering strategy that computes each pixel based on the most recent input (i.e., view and object positions) and immediately updates the pixel on the display. We avoid the image tearing normally associated with single-buffered displays by randomizing the order in which pixels are updated. The resulting image sequences give the impression of moving continuously, with a rough approximation of motion blur, rather than jerking between discrete positions.We have demonstrated the effectiveness of this frameless rendering method with a simulation that shows conventional double-buffering side-by-side with frameless rendering. Both methods are allowed the same computation budget, but the double-buffered display only updates after all pixels are computed while the frameless rendering display updates pixels as they are computed. The frameless rendering display exhibits fluid motion while the double-buffered display jumps from frame to frame. The randomized sampling inherent in frameless rendering means that we cannot take advantage of image and object coherence properties that are important to current polygon renderers, but for renderers based on tracing independent rays the added cost is small.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 28
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Lucia Darsa , Bruno Costa Silva , Amitabh Varshney, Navigating static environments using image-space simplification and morphing, Proceedings of the 1997 symposium on Interactive 3D graphics, p.25-ff., April 27-30, 1997, Providence, Rhode Island, United States
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Andrei State , Jonathan McAllister , Ulrich Neumann , Hong Chen , Tim J. Cullip , David T. Chen , Henry Fuchs, Interactive volume visualization on a heterogeneous message-passing multicomputer, Proceedings of the 1995 symposium on Interactive 3D graphics, p.69-ff., April 09-12, 1995, Monterey, California, United States
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Steven Parker , William Martin , Peter-Pike J. Sloan , Peter Shirley , Brian Smits , Charles Hansen, Interactive ray tracing, Proceedings of the 1999 symposium on Interactive 3D graphics, p.119-126, April 26-29, 1999, Atlanta, Georgia, United States
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Marc Olano , Jon Cohen , Mark Mine , Gary Bishop, Combatting rendering latency, Proceedings of the 1995 symposium on Interactive 3D graphics, p.19-ff., April 09-12, 1995, Monterey, California, United States
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Hector M. Briceño , Steven Gortler , Leonard McMillan, NAIVE—network aware Internet video encoding, Proceedings of the seventh ACM international conference on Multimedia (Part 1), p.251-260, October 30-November 05, 1999, Orlando, Florida, United States
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Steven Parker , William Martin , Peter-Pike J. Sloan , Peter Shirley , Brian Smits , Charles Hansen, Interactive ray tracing, ACM SIGGRAPH 2005 Courses, July 31-August 04, 2005, Los Angeles, California
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Peter Shirley , Kelvin Sung , Erik Brunvand , Alan Davis , Steven Parker , Solomon Boulos, Education: Fast ray tracing and the potential effects on graphics and gaming courses, Computers and Graphics, v.32 n.2, p.260-267, April, 2008
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Diego Nehab , Pedro V. Sander , Jason Lawrence , Natalya Tatarchuk , John R. Isidoro, Accelerating real-time shading with reverse reprojection caching, Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, August 04-05, 2007, San Diego, California
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Peter Shirley , Kelvin Sung , Erik Brunvand , Alan Davis , Steven Parker , Solomon Boulos, Rethinking graphics and gaming courses because of fast ray tracing, ACM SIGGRAPH 2007 educators program, August 05-09, 2007, San Diego, California
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