@article{gavane_watson_2024, title={Light Field Display Point Rendering}, volume={7}, ISSN={["2577-6193"]}, DOI={10.1145/3651300}, abstractNote={Rendering for light field displays (LFDs) requires rendering of dozens or hundreds of views, which must then be combined into a single image on the display, making real-time LFD rendering extremely difficult. We introduce light field display point rendering (LFDPR), which meets these challenges by improving eye-based point rendering [Gavane and Watson 2023] with texture-based splatting, which avoids oversampling of triangles mapped to only a few texels; and with LFD-biased sampling, which adjusts horizontal and vertical triangle sampling to match the sampling of the LFD itself. To improve image quality, we introduce multiview mipmapping, which reduces texture aliasing even though compute shaders do not support hardware mipmapping. We also introduce angular supersampling and reconstruction to combat LFD view aliasing and crosstalk. The resulting LFDPR is 2-8x times faster than multiview rendering, with similar comparable quality.}, number={1}, journal={PROCEEDINGS OF THE ACM ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES}, author={Gavane, Ajinkya and Watson, Benjamin}, year={2024}, month={May} } @article{gavane_watson_2023, title={Eye-Based Point Rendering for Dynamic Multiview Effects}, volume={6}, ISSN={["2577-6193"]}, DOI={10.1145/3585513}, abstractNote={Eye-based point rendering (EPR) can make multiview effects much more practical by adding eye (camera) buffer resolution efficiencies to improved view-independent rendering (iVIR). We demonstrate this very successfully by applying EPR to dynamic cube-mapped reflections, sometimes achieving nearly 7× speedups over iVIR and traditional multiview rendering (MVR), with nearly equivalent quality. Our application to omnidirectional soft shadows is less successful, demonstrating that EPR is most effective with larger shader loads and tight eye buffer to off-screen (render target) buffer mappings. This is due to EPR's eye buffer resolution constraints limiting points and shading calculations to the sampling rate of the eye's viewport. In a 2.48 million triangle scene with 50 reflective objects (using 300 off-screen views), EPR renders environment maps with a 49.40ms average frame time on an NVIDIA 1080 Ti GPU. In doing so, EPR generates up to 5x fewer points than iVIR, and regularly performs 50× fewer shading calculations than MVR.}, number={1}, journal={PROCEEDINGS OF THE ACM ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES}, author={Gavane, Ajinkya and Watson, Benjamin}, year={2023}, month={May} }