FastAtlas: Real‐Time Compact Atlases for Texture Space Shading.

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Title: FastAtlas: Real‐Time Compact Atlases for Texture Space Shading.
Authors: Vining, N.1,2 (AUTHOR), Majercik, Z.3 (AUTHOR), Gu, F.2 (AUTHOR), Takikawa, T.4 (AUTHOR), Trusty, T.4 (AUTHOR), Lalonde, P.1 (AUTHOR), McGuire, M.5,6 (AUTHOR), Sheffer, A.2 (AUTHOR)
Source: Computer Graphics Forum. May2025, Vol. 44 Issue 2, p1-15. 15p.
Subjects: Parameterization, Texture mapping, Rendering (Computer graphics), Spatial resolution, Graphics processing units
Abstract: Texture‐space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real‐time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real‐time per‐frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per‐frame. Our method combines new per‐frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel‐to‐pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: FastAtlas: Real‐Time Compact Atlases for Texture Space Shading.
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. May2025, Vol. 44 Issue 2, p1-15. 15p.
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  Data: Texture‐space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real‐time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real‐time per‐frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per‐frame. Our method combines new per‐frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel‐to‐pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1111/cgf.70010
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      – Code: eng
        Text: English
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        PageCount: 15
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      – SubjectFull: Parameterization
        Type: general
      – SubjectFull: Texture mapping
        Type: general
      – SubjectFull: Rendering (Computer graphics)
        Type: general
      – SubjectFull: Spatial resolution
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      – SubjectFull: Graphics processing units
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      – TitleFull: FastAtlas: Real‐Time Compact Atlases for Texture Space Shading.
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            – D: 01
              M: 05
              Text: May2025
              Type: published
              Y: 2025
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