“Context-aware Material Selective Rendering for Mobile Graphics” by Koulieris, Drettakis, Cunningham, Sidorakis and Mania

  • ©George Alex Koulieris, George Drettakis, Douglas W. Cunningham, Nikolaos Sidorakis, and Katerina Mania

  • ©George Alex Koulieris, George Drettakis, Douglas W. Cunningham, Nikolaos Sidorakis, and Katerina Mania



Entry Number: 23


    Context-aware Material Selective Rendering for Mobile Graphics



    Modern video games and interactive applications get simultaneously deployed for computers, consoles and mobile devices. These platforms are extremely diverse in terms of computing power. Modern materials and effects such as complex refraction with chromatic aberration and subsurface scattering that are considered standard in high-end desktop computers, do not scale well in portable devices. Hardware restrictions prohibit the use of -necessary for the game aesthetics – effects that demand multiple texture fetches and many arithmetic/logic operations. We present for the first time, a perceptually optimized renderer for mobile platforms incorporating a context-based visual attention model which we call Cognitive Level-Of-Detail (C-LOD). Taking into account the dependence of attention deployment on scene context and object topology the innovative renderer presented saves computational time by automatically and seamlessly removing perceptually non-important details. We will show that integration of a high level saliency model in a level of detail manager enables the usage of complex effects in lowpower devices by applying them sparingly only in regions that are expected to be attended.


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