Abstract

AbstractWe present a scalable solution to render complex scenes from a large amount of viewpoints. While previous approaches rely either on a scene or a view hierarchy to process multiple elements together, we make full use of both, enabling sublinear performance in terms of views and scene complexity. By concurrently traversing the hierarchies, we efficiently find shared information among views to amortize rendering costs. One example application is many‐light global illumination. Our solution accelerates shadow map generation for virtual point lights, whose number can now be raised to over a million while maintaining interactive rates.

Highlights

  • Recent work has shown that producing many views simultaneously can be very beneficial for realistic rendering [DKH*14]

  • C 2018 The Authors Computer Graphics Forum published by John Wiley & Sons Ltd

  • We can see a clear link between performance and the degree of shared rendering; we show the average number of views that share a single rendered scene node as data labels for 128K, 256K, 512K and 1M virtual point lights (VPLs)

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Summary

Introduction

Recent work has shown that producing many views simultaneously can be very beneficial for realistic rendering [DKH*14]. The number of views has to be high to ensure a convincing quality, while maintaining a high framerate for interactive applications. This many-view rendering problem is addressed by our work. MegaViews is a novel scalable many-view rendering algorithm It provides sublinear performance on both the scene complexity and number of views. We concurrently traverse both hierarchies, with pairs of scene and view nodes fed into the double traversal This way, we can exploit coherence among different views, which enables us to employ early culling techniques, as well as shared rendering. The major contributions of this paper can be summarized as: rrrra scene-view hierarchical representation; an efficient traversal method; a shared rendering solution; and many-light applications using our approach.

Related Work
Scene hierarchy
View hierarchy
Rendered-image representation
Many-view rendering
Culling
Shared rendering
Pair subdivision
Multi-pixel filling for nearby geometry
Image queries
Results
Many-view rendering performance and memory
Individual analysis
Total timings
Memory consumption
Multi-pass many-view rendering
Applications
Instant radiosity
Discussion and Limitations
Full Text
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