FastAtlas: Real-Time Compact Atlases for Texture Space Shading

Fuente: arXiv
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Autori principali: Vining, Nicholas, Majercik, Alexander, Gu, Floria, Takikawa, Towaki, Trusty, Ty, Lalonde, Paul, McGuire, Morgan, Sheffer, Alla
Natura: Preprint
Pubblicazione: 2025
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author Vining, Nicholas
Majercik, Alexander
Gu, Floria
Takikawa, Towaki
Trusty, Ty
Lalonde, Paul
McGuire, Morgan
Sheffer, Alla
author_facet Vining, Nicholas
Majercik, Alexander
Gu, Floria
Takikawa, Towaki
Trusty, Ty
Lalonde, Paul
McGuire, Morgan
Sheffer, Alla
contents Texture-space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real-time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real-time per-frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per-frame. Our method combines new per-frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel-to-pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings.
format Preprint
id arxiv_https___arxiv_org_abs_2502_17712
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle FastAtlas: Real-Time Compact Atlases for Texture Space Shading
Vining, Nicholas
Majercik, Alexander
Gu, Floria
Takikawa, Towaki
Trusty, Ty
Lalonde, Paul
McGuire, Morgan
Sheffer, Alla
Graphics
I.3.7
Texture-space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real-time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real-time per-frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per-frame. Our method combines new per-frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel-to-pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings.
title FastAtlas: Real-Time Compact Atlases for Texture Space Shading
topic Graphics
I.3.7
url https://arxiv.org/abs/2502.17712