Feature-based clustered geometry for interpolated Ray-casting

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Acceleration techniques for Rendering in general, and Ray-Casting in particular, have been the subject of much research in Computer Graphics. Most efforts have been focused on new data structures for efficient ray/scene traversal and intersection. In this paper, we propose an acceleration technique that approximates rendering and that is built around a new feature-based clustering approach. The technique starts preprocessing the scene by grouping elements according to their features using a set of channels based on an information theory-based approach. Then, at run-time, a rendering strategy uses that clustering information to reconstruct the final image, by deciding which areas could take advantage of the coherence in the features and thus, could be interpolated; and which areas require more involved calculations. This process starts with a low-resolution render that is iteratively refined up to the desired resolution by reusing previously computed pixels. Our experimental results show a significant speedup of an order of magnitude, depending on the complexity of the per-pixel calculations, the screen size of the objects, and the number of clusters. Rendering quality and speed directly depend on the number of clusters and the number of steps performed during the reconstruction procedure, and both can easily be set by the user. Our findings show that feature-based clustering can significantly impact rendering speed if samples are chosen to enable interpolation of smooth regions. Our technique, thus, accelerates a range of popular and costly techniques, ranging from texture mapping up to complex ambient occlusion, soft and hard shadow calculations, and it can even be used in conjunction with more traditional acceleration methods ​
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