Computer Graphics Forum

MegaViews: Scalable Many-View Rendering With Concurrent Scene-View Hierarchy Traversal

Timothy R. Kol, Pablo Bauszat, Sungkil Lee, and Elmar Eisemann

Indirect illumination computed from 1M animated virtual point lights (VPLs) with shadow maps of 162 resolution generated at interactive rates (100 ms, out of 194 ms for the image in total) by our many-view rendering algorithm (a). We show shadow maps of a subset of 2048 VPLs, for which many pixels are shared and rendered only once for multiple views (b). We highlight two close

We 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.


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Citation

Timothy R. Kol, Pablo Bauszat, Sungkil Lee, and Elmar Eisemann, MegaViews: Scalable Many-View Rendering With Concurrent Scene-View Hierarchy Traversal, Computer Graphics Forum, 38, pp. 235–247, 2019.

BibTex

@article{bib:kol:2019,
    author       = { Kol, Timothy R. and Bauszat, Pablo and Lee, Sungkil and Eisemann, Elmar },    
    title        = { MegaViews: Scalable Many-View Rendering With Concurrent Scene-View Hierarchy Traversal },
    journal      = { Computer Graphics Forum },
    volume       = { 38 },
    year         = { 2019 },
    pages        = { 235--247 },
    doi          = { 10.1111/cgf.13527 },
    dblp         = { journals/cgf/KolB0E19 },
    url          = { https://publications.graphics.tudelft.nl/papers/117 },
}