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Bibliographic Details
Main Authors: Dayal, Abhinav, Woolley, Cliff, Watson, Benjamin, Luebke, David
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2510.15876
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author Dayal, Abhinav
Woolley, Cliff
Watson, Benjamin
Luebke, David
author_facet Dayal, Abhinav
Woolley, Cliff
Watson, Benjamin
Luebke, David
contents We propose an adaptive form of frameless rendering with the potential to dramatically increase rendering speed over conventional interactive rendering approaches. Without the rigid sampling patterns of framed renderers, sampling and reconstruction can adapt with very fine granularity to spatio-temporal color change. A sampler uses closed-loop feedback to guide sampling toward edges or motion in the image. Temporally deep buffers store all the samples created over a short time interval for use in reconstruction and as sampler feedback. GPU-based reconstruction responds both to sampling density and space-time color gradients. Where the displayed scene is static, spatial color change dominates and older samples are given significant weight in reconstruction, resulting in sharper and eventually antialiased images. Where the scene is dynamic, more recent samples are emphasized, resulting in less sharp but more up-to-date images. We also use sample reprojection to improve reconstruction and guide sampling toward occlusion edges, undersampled regions, and specular highlights. In simulation our frameless renderer requires an order of magnitude fewer samples than traditional rendering of similar visual quality (as measured by RMS error), while introducing overhead amounting to 15% of computation time.
format Preprint
id arxiv_https___arxiv_org_abs_2510_15876
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Adaptive Frameless Rendering
Dayal, Abhinav
Woolley, Cliff
Watson, Benjamin
Luebke, David
Graphics
We propose an adaptive form of frameless rendering with the potential to dramatically increase rendering speed over conventional interactive rendering approaches. Without the rigid sampling patterns of framed renderers, sampling and reconstruction can adapt with very fine granularity to spatio-temporal color change. A sampler uses closed-loop feedback to guide sampling toward edges or motion in the image. Temporally deep buffers store all the samples created over a short time interval for use in reconstruction and as sampler feedback. GPU-based reconstruction responds both to sampling density and space-time color gradients. Where the displayed scene is static, spatial color change dominates and older samples are given significant weight in reconstruction, resulting in sharper and eventually antialiased images. Where the scene is dynamic, more recent samples are emphasized, resulting in less sharp but more up-to-date images. We also use sample reprojection to improve reconstruction and guide sampling toward occlusion edges, undersampled regions, and specular highlights. In simulation our frameless renderer requires an order of magnitude fewer samples than traditional rendering of similar visual quality (as measured by RMS error), while introducing overhead amounting to 15% of computation time.
title Adaptive Frameless Rendering
topic Graphics
url https://arxiv.org/abs/2510.15876