Table of Contents
Optimal Depth Buffer for Low-Cost Graphics Hardware
Depth buffer: multiple choice test
Goals
Resolution and average depth error
Standard mapping: screen Z
How much resolution is enough?
Quasi-linear depth buffers
Limitations of W buffers
Optimal solution: goals
Complementary floating-point Z buffer
Depth precision, 16 bit storage
Depth precision, 24 bit storage
Depth precision, 32 bit storage
Intersections, 16-bit storage
Intersections, 32-bit vs. 16-bit
Intersections, 24-bit 1/W and 1-Z
Real-time depth errors
Real-time depth errors
Real-time depth errors
Selection of the optimal exponent size
Conclusions
Thank you!
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Author: Eugene Lapidous, Guofang Jiao
Email: lapidous@acm.org
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