ManyLoDs: Parallel many-view level-of-detail selection for real-time global illumination

Research output: Contribution to journalArticlepeer-review

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 languageEnglish
Pages (from-to)1233-1240
Number of pages8
JournalComputer Graphics Forum
Volume30
Issue number4
DOIs
Publication statusPublished - 1 Jan 2011
Externally publishedYes

Keywords

  • GPU
  • Level-of-detail
  • Many-view
  • Multi-view
  • Real-time

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