dc.contributor.author | Andersson, Magnus | en_US |
dc.contributor.author | Munkberg, Jacob | en_US |
dc.contributor.author | Akenine-Möller, Tomas | en_US |
dc.contributor.editor | I. Navazo, P. Poulin | en_US |
dc.date.accessioned | 2015-02-28T15:21:46Z | |
dc.date.available | 2015-02-28T15:21:46Z | |
dc.date.issued | 2013 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12030 | en_US |
dc.description.abstract | In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which significantly lowers total depth buffer bandwidth usage for a range of test scenes. In addition, our compressor/decompressor is simpler in the number of operations needed to execute, which makes our algorithm more amenable for hardware implementation than previous methods | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | E.4 [Coding and Information Theory] | en_US |
dc.subject | Data compaction and compression | en_US |
dc.subject | I.3.1 [Computer Graphics] | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | Graphics processors | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Stochastic Depth Buffer Compression using Generalized Plane Encoding | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |