Impostor-based Rendering Acceleration for Virtual, Augmented, and Mixed Reality
summary
Proposes runtime-generated stereoscopic impostors that store depth and use a per-eye ray‑marched parallax correction plus dilated depth and hit‑point multi-sampling to preserve binocular cues. Regeneration is decoupled across frames and prioritized by a regeneration metric combining conservative parallax and texture/disocclusion terms. Implemented in VR on a 324‑model, ~83M‑vertex test scene (≈9000 frames) and achieves >90 Hz and 3–6× speedup over naive mesh rendering (2–3× vs LOD), SSIM 0.98–0.99 and higher tPSNR than mesh with 4×MSAA; not suited for constantly changing geometry.
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chapters (14)
- 0:00Intro
- 1:22Impostors - Problematic in XR
- 1:50Related Work - Impostors
- 2:31Stereoscopic Impostor
- 3:13Parallax Corrected Impostor
- 4:02Reducing Aliasing Artifacts
- 4:50Regeneration System: Motivation
- 5:12Regeneration System: Overview
- 6:09Regeneration System: Temporal Blending
- 6:36Regeneration System: Regeneration Metric
- 7:56Evaluation - Performance
- 8:29Evaluation - Image Quality
- 8:53Evaluation - Temporal Stability
- 9:23Conclusion & Future Work
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