5 CONCLUSIONS
We have presented a new method for real-time
rendering of high quality glare images using the
latest vertex texture fetch technique. The basic idea
is to put degenerate polygons on the screen as
sensors to detect bright pixels and make them
expand to form glare polygons where glare images
are put. We have also presented some techniques to
improve rendering performance without sacrificing
image quality. It is fast enough for truly interactive
applications like computer games and virtual
environment. Combined with proper tone mapping
at the last rendering stage, the generated scene looks
pretty realistic. We will be using this technique for
such applications to enhance visual quality and
visual experience of the users.
You can replace degenerate polygons with point
sprites to reduce the number of VTF and save video
memory space. As VTF is not the performance
bottleneck, rendering speed gain is negligible.
Using our degenerate polygons, rotation of glare
images can be done by vertex shaders at almost no
cost. Rotation of glare images needs to be done by
costly pixel shaders when using point sprites. We
recommend to use point sprites only if the GPU
memory is limited, i.e. GPUs in game consoles, and
rotation of glare image is not necessary. There are
many tuneable parameters to gain rendering
performance and we do not have enough space to
describe this in detail, such as usage of texture
channels.
In this paper we described our method for glare
image rendering, and we are currently working on
generating so called “Lens Flare” effects. We can
use the same VTF technique with degenerate
polygons, but we need many polygons for a set of
lens flare images. Our technique works for any type
of glare images including sharp radial streaks and
blurry circles. Although creation of glare images is
not the main theme of this paper, we need a good
tool to create high quality glare images for high
quality rendering.
ACKNOWLEDGEMENTS
The glare image (a) in Figure 1 is cortesy of Dr.
Masanori Kakimoto. The glare images in Figure 2
are cortesy of Mr. Masaki Kawase. The HDR
environment maps in Figure 6 are couresy of Prof.
Paul Debevec. This research work is partly
supported by Grant for Promotion of Research from
University of Yamanashi
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