Level-of-Details (LoD) structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies (BVH), 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 BVH 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.
See our research overview on PBGI and many-lights methods.
@article{Hollander:2011:ManyLoDs, author = {Matthias Holländer and Tobias Ritschel and Elmar Eisemann and Tamy Boubekeur}, title = {ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination}, journal ={Computer Graphics Forum (Proc. EGSR 2011)}, year = {2011}, volume = {30}, number = {4}, pages = {1233--1240}, }