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ITERATIVE DEPTH WARPING Sungkil LEE* Younguk KIM Sungkyunkwan University (SKKU), South Korea Elmar EISEMANN Delft University of Technology, Netherlands

Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

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Page 1: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

ITERATIVE DEPTH WARPING

Sungkil LEE* Younguk KIMSungkyunkwan University (SKKU), South Korea

Elmar EISEMANNDelft University of Technology, Netherlands

Page 2: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration
Page 3: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

3© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Depth Buffer

• A fundamental basis for modern GPU rendering pipeline• Many visibility-related operations

• e.g., shadows, GI, occlusion culling, ambient occlusion, ...

• Typically created in a full rendering pass

• Research Goal: Early Access to Depth Buffer• Depth-buffer prediction beneficial in many scenarios

Page 4: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

4© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Example: Occlusion Culling

• 6x faster (6.2 ms for 110M Tris., 94K objs., GTX1080)

Page 5: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

5© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Our Solution: Warping

• Depth-Buffer Warping• previous solutions mostly successful for color images

• depth buffer needs to be precise/conservative

• Challenge: real-time high-quality warping• More precisely, backward warping

Page 6: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

6© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Forward vs. Backward Warping

• Forward warping splats source pixels 𝐩 (with motion vector) to destination pixels 𝐪.

• Backward warping gathers 𝐩 whose motions can displace to 𝐪.

𝐪𝐩𝑞 = 𝑇(𝑝)

𝑝 = 𝑇−1(𝑞)𝐩 𝐪

Page 7: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

7© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Forward vs. Backward Warping in GPU

Pros Cons

Forward warping

• knows desination pixels to write • GPU-unfriendly (splatting or atomics)• holes may appear

Backward warping

• GPU-friendly (only texturelookups), and usually faster

• no holes (when source exists)• Preferred in general

• Need non-trivial search when source pixels are unknown (arbitrary motions)

Page 8: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

8© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Our Contributions

• Our solution builds upon the previous image warping• Iterative Image Warping [Bowles et al. 2011]

• but, for warping of depth buffer

• Our solution improves on:• purely backward-only warping

• efficient bounding of backward search area

• multi-layer warping for depth hole filling

Page 9: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

Related Work and Background

Page 10: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

10© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

• Temporal cache of shading values [Nehab et al. 2007]• Reverse repojection can reuse shading

• still requires geometry pass

Temporal Coherence

Page 11: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

11© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

• Post-rendering 3D Warping [Mark et al. 1997]• Forward mapping of per-pixel primitives for reference frames

Multi-Source Image Warping

Reference Frame #1

Reference Frame #2

Composite

3D Warp

3D Warp

Page 12: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

12© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Multi-Source Image Warping

• Bidirectional reprojection [Yang et al. 2011]• Disocclusion holes filled with bidirectional B-frames

• Delay in frame time

Page 13: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

13© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Single-Source Image Warping

• Grid-based forward warping• Temporal upsampling, stereo-view synthesis [Didyk et al., 2010a, b]

• Coarse/adaptive grid subdivision

[Didyk 2010a] [Didyk 2010b]

Page 14: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

14© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Single-Source Image Warping

• Fast backward warping [Andreev 2010]• Mostly for background

• Simple inpainting: replication from neighboring patches

• Suitable for frame rate upsampling

Page 15: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

15© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Single-Source Image Warping

• Fixed-point iteration [Bowles et al., 2011]• Backward warping formulated as fixed-point iteration

• Hybrid warping: forward pre-warping + backward warping

• Costly tessellation required

Page 16: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

16© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Background: Fixed-Point Iteration (FPI)

• A fixed point 𝒙 of function 𝑔 satisfies: 𝒙 = 𝑔(𝒙).• FPI 𝒙n+1 ← 𝒈(𝒙n) converges to 𝒙 = 𝑔(𝒙)

• when 𝑔 is differentiable around 𝒙 and |𝑔′ 𝒙 | < 1.

y = x

y = g(x)

y

x

!

Page 17: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

Our Approach

Page 18: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

18© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Inputs

• Depth buffer 𝒁 and motion buffer 𝑽• from the previous frame or the known view

• Readily available in deferred rendering pipeline

Depth buffer 𝑍 Motion vector 𝑉

Page 19: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

19© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Outputs

• Estimated depth buffer ො𝒛 at novel views• Hole filling used optionally, depending on applications

Conservative without hole filling With multi-layer hole filling

Page 20: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

20© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Backward Warping with FPI

• Given a destination pixel 𝐩, FPI on source pixels 𝐪:

𝐪i+1 ← 𝑤(𝐪i) ∶= 𝐩 − 𝑣(𝐪i)

• Iteration stops at a fixed point 𝐪 = 𝑤(𝐪). In other words, 𝐪displaces to 𝐩:

𝐪 + 𝐯(𝐪) = 𝐩

Page 21: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

21© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Simple Example

• Choose the closest among multiple solutions

• For a smooth surface, 2—3 iteration is enough

Search seeds

p: destination in novel viewNo motion!

Solution

Page 22: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

22© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Problems

• Seed 𝒒0 is crucial.• A simple 𝑞0 = 𝑝 may fail at boundaries between different motions

• Convergence can be guaranteed:• with 2×2 Jacobian matrix of 𝑤 [Bowles 2012]

• but, requires costly fine tessellation and pre-warping

Page 23: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

23© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Our solution

• Stratified sampling in compact local search regions Ω

Global search boundLocal search bound

Page 24: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

24© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Our solution

• Stratified sampling in compact local search regions Ω• May not be precise for a complex scene

• Practically, higher sampling density leads to convergence.

• Motion bound query: use min-max mipmaps• min/max of (x,y) motion can be encoded in 4-channel texture

• vec4( xmotion_min, xmotion_max, ymotion_min, ymotion_max )

• Refer to the paper for the pseudocode

Page 25: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

25© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Results: Single-Layer Warping

• Set background depth for depth holes (disocclusions)• Conservative estimation

Page 26: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

26© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Multi-layer Warping for Depth Hole Filling

• We may use conservative estimation (e.g., occlusion culling)• But, we may need to fill the holes for a higher accuracy

• Our solution: multi-layer inpainting• Repeat search for hidden layers

Page 27: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

27© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Generating Hidden Layers

• Depth peeling [Everitt 2001]

Page 28: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

28© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Generating Effective Hidden Layers

• Depth peeling often requires too many layers• Effective reduction of layers: peeling of only visible objects

• We generalize lens umbra culling [Lee 2010] for motions

Depth peeling threshold

Known view

Novel view

Umbra

Page 29: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

29© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Depth Peeling with Umbra Culling

• Reduces ~2 layers for similar warping quality

Page 30: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

30© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Results: Multi-Layer Warping

• Useful for multiview rendering (e.g., soft shadows)

Page 31: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

Experimental Analysis

Page 32: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

32© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Test Configurations

• Experimental configurations• NVIDIA GTX 1080, Full-HD (1920×1080), OpenGL 4.5

• Four camera-animated scenes (8.5M—110M faces, 17—94K objects)

Page 33: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

33© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Search Seed Samples (N) and Layers (L)

• More samples/layers give better results (PSNR/SSIM)• L=1 (single-layer): good, except for depth holes

• L=4 (multi-layer): try to saturate N≥4 (37 dB, 0.997)

• Practical speed/performance tradeoff: N=[8,16]

N=4 N=8 N=16 N=32N=1 N=2 REF

20

.2 /

0.8

26

31

.7 /

0.9

8

22

/ 0

.88

33

7 /

0.9

97

21

/ 0

.84

34

/ 0

.99

1

21

/ 0

.84

83

7 /

0.9

97

21

/ 0

.85

73

6 /

0.9

97

22

/ 0

.87

63

7 /

0.9

98

L=1

L=4

Page 34: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

34© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Quality Comparison with Forward Warping

• Two common forward warping techniques• VFW (Vertex-based FW): vertex-to-quad splatting

• AFW (Atomics-based FW): direct writes with compute shader

• Results (averaged on all the animation sequences)• Ours: similar SSIM, but much higher in PSNR (better pixel accuracy)

Ours (N=16) Vertex FW Atomics FW

PSNR SSIM PSNR SSIM PSNR SSIM

L=1 (single-layer) 28.1 dB 0.977 24.0 dB 0.958 24.2 dB 0.966

L=4 (multi-layer) 34.3 dB 0.997 28.1 dB 0.997 27.4 dB 0.992

Page 35: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

35© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Number Iteration (T)

• T=2—3 suffices for moderate motions, but requires more iteration for rapid motions

T=1 T=2 T=4 T=8 T=16

1X (29 px / frame)

0.980/22.7 0.999/34.9

0.997/34.3 0.999/34.3 0.999/34.3

0.906/13.6 0.998/32.5 0.998/32.5

0.588/4.7 0.924/11.6 0.993/34.2 0.995/34.2

0.856/12.3

0.467/4.3

0.210/1.5

0.999/34.9 0.999/34.9 0.999/34.9

0.999/34.3

0.998/32.5

avg. of max motion

2X (62 px / frame)

4X (141 px / frame)

8X (336 px / frame)

Page 36: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

36© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Warping Performance

• Ours: less than 1 ms• additional 0.1 ms, when needing motion generation.

• Comparison with FW• Much faster than classical VFW

• Slightly slower than newer AFW (0.38—0.45 ms)

Ours (N=16) Vertex FW Atomics FW

L=1 0.68 ms 2.2 ms 0.30 ms

L=4 0.93 ms 6.2 ms 0.48 ms

Page 37: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

Application: Occlusion Culling

Page 38: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

38© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Hierarchical Occlusion Mapping Revisited

Object-space boundScreen-space bound Max-depth query(N-buffers)

Min-depth query(bounding corners)<

Occlusion culled

Page 39: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

39© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Warping-based Occlusion Culling (WOC)

• Use the estimated depth buffer for HOM• No need to distinguish occluder/occludee, unlike the classical ones

• L=1 sacrifies the culling for depth holes

• But, its negligible overhead eventually improves performance

Page 40: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

40© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

14.6

4.5

2.2

15.4

27.1

• Balloons (33M Tris., 35,200 objects)

WOC Performance

OURSCHC++VFCNOCULL IDEAL

Page 41: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

41© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

38.4

43.8

18.3

6.2

4.2

WOC Performance

• Cityblock (110M Tris., 94,275 objects)

OURSCHC++VFCNOCULL IDEAL

Page 42: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

Application: Soft-Shadow Mapping

Page 43: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

43© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Speed-up of 1—30X

• More efficient for: complex scenes, many lights, smaller maps

Page 44: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

Limitations and Conclusion

Page 45: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

45© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Limitations

• Rapid motions and flipping triangles• e.g., faster than ~200 pixels per frame

• Practical remedy: dilation around neighbors

w/o dilation dilation

Page 46: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

46© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Limitations

• Sub-pixel accuracy• From the rasterized pixel precision

• Rapid motion vectors amplify the errors

• Image periphery• Need to extend the image FOV during the capture

Page 47: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

47© 2019 SIGGRAPH. ALL RIGHTS RESERVED.

Conclusion

• Scalable high-quality depth warping, based on• tight bounding technique for pure backward warping

• multi-layer depth hole filling

• Suitable for real-time GPU rendering• Scalable warping-based occlusion culling (WOC)

• Potentially useful many multi-view rendering scenarios• Depth-of-field, anti-aliasing, intra-frame reprojection for VR

Page 48: Elmar EISEMANN - SKKUcg.skku.edu/pub/papers/2018-lee-tog-dw-siggraph.pdf · 2019. 8. 3. · Number Iteration (T) •T=2—3 suffices for moderate motions, but requires more iteration

Thank you for attention!