FastAtlas: Real-Time Compact Atlases for Texture Space Shading
Nicholas Vining, Alexander Majercik, Floria Gu, Towaki Takikawa, Ty, Trusty, Paul Lalonde, Morgan McGuire, Alla Sheffer

TL;DR
FastAtlas is a GPU-based, real-time atlas generation method for texture-space shading that improves visual quality and reduces texture stretch by efficiently packing visible scene content per frame.
Contribution
It introduces a novel, fast, GPU-only per-frame atlasing technique combining chart computation, parameterization, and packing strategies for high-quality, real-time texture atlases.
Findings
Achieves higher shading quality than previous methods.
Reduces texture stretch in generated atlases.
Operates at interactive frame rates.
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…
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Taxonomy
Topics3D Shape Modeling and Analysis · Augmented Reality Applications · Computer Graphics and Visualization Techniques
