Abstract

This paper uses parallel multi-core architectures and dynamic generated data structure (BVH) to real-time render highly complex dynamic deformable scenes, In particular, bounding volume hierarchies (BVHs) are efficient acceleration structures that handle complex triangle distributions and can accommodate deformable scenes by updating the bounding primitive without restructuring the entire tree. this method can render large outdoor complex dynamic mesh scenes or archaeological site acquired by scanner with high image quality with deformable scenes. Our method utilizes the hierarchical spatial structure to calculate the set of point-sample dynamically instead of randomly. It simplifies the calculation of choosing the set of point-sample and reduces the requirement of memory. It is convenient to conduct view-dependent multi-resolution rendering with LOD control. The pre-computed data structures employed by our method allow for interactive dynamic updates of the scenes. we have used multi-core to render dynamic deformable object in complex scenes, One CPU is used to handling dynamic scenes in a highly parallel point-based rendering system and other CPU is responsible for rendering.BVH-based data structure is especially suitable for multi-core hardware architectures. Instead of trying to do a full BVH rebuild per frame, we avoid any kind of scalability issues by rebuilding asynchronously over the course of multiple frames, and in the meantime rely on refitting, which parallelizes quite well.

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