Abstract
Level-of-Detail structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies, providing coarse-to-fine adaptive approximations that are well-adapted for many-view rasterization. Here, the total number of pixels in each view is usually low, while the cost of choosing the appropriate LoD for each view is high. This task represents a challenge for existing GPU algorithms. We propose ManyLoDs, a new GPU algorithm to efficiently compute many LoDs from a Bounding Volume Hierarchy in parallel by balancing the workload within and among LoDs. Our approach is not specific to a particular rendering technique, can be used on lazy representations such as polygon soups, and can handle dynamic scenes. We apply our method to various many-view rasterization applications, including Instant Radiosity, Point-Based Global Illumination, and reflection / refraction mapping. For each of these, we achieve real-time performance in complex scenes at high resolutions.
| Original language | English |
|---|---|
| Pages (from-to) | 1233-1240 |
| Number of pages | 8 |
| Journal | Computer Graphics Forum |
| Volume | 30 |
| Issue number | 4 |
| DOIs | |
| Publication status | Published - 1 Jan 2011 |
| Externally published | Yes |
Keywords
- GPU
- Level-of-detail
- Many-view
- Multi-view
- Real-time
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