Paper: Geometry-Aware Framebuffer Level of Detail
Hong Kong University of Science and Technology's Pedro Sander and Lei Yang, along with University of Virginia assistant professor Jason Lawrence, have published and made available online a paper titled "Geometry-Aware Framebuffer Level of Detail" for Eurographics Symposium on Rendering 2008.
The paper introduces a framebuffer level of detail algorithm for controlling an interactive rendering application's pixel workload: "Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade-off between rendering time and the level of detail in the final shading."
To reduce approximation error, a feature-preserving reconstruction technique that approximates the shading near depth and normal discontinuities is used. The paper also demonstrates "how intermediate components of the shading can be selectively resized to provide finer-grained control over resource allocation," as well as a simple control mechanism that "continuously adjusts the amount of resizing necessary to maintain a target framerate."
The techniques covered do not require any preprocessing and are straightforward to implement on GPUs. In addition, they have been shown to provide "significant performance gains for several pixel-bound scenes."
[Via Level of Detail]

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