2018
DOI: 10.1111/cgf.13527
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MegaViews: Scalable Many‐View Rendering With Concurrent Scene‐View Hierarchy Traversal

Abstract: 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 … Show more

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Cited by 5 publications
(2 citation statements)
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References 50 publications
(72 reference statements)
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“…Later work increases compression rates by exploiting additional similarities [JMG16, JMG17], but we base our method on the simpler (but still very compact) original sparse voxel DAGs. Sparse voxel DAGs have found various applications, including shadows [SKOA14], many‐view rendering [KBLE19], and time‐varying geometry [KRB∗16]. In the latter, Kämpe et al use DAGs with multiple roots.…”
Section: Related Workmentioning
confidence: 99%
“…Later work increases compression rates by exploiting additional similarities [JMG16, JMG17], but we base our method on the simpler (but still very compact) original sparse voxel DAGs. Sparse voxel DAGs have found various applications, including shadows [SKOA14], many‐view rendering [KBLE19], and time‐varying geometry [KRB∗16]. In the latter, Kämpe et al use DAGs with multiple roots.…”
Section: Related Workmentioning
confidence: 99%
“…This algorithm is free from noise, accounts for long‐range indirect lighting and reproduces an important subset of GI effects. Its evolutions demonstrate high scalability for parallel architectures [REG∗ 09, HREB11] and out‐of‐core execution [Tab12], robustness to compression [BB12] and factorization [WHB∗ 13], the ability, to a certain extent, to cope with nondiffuse effects [WMB15], and scalability to render complex scenes from a very large number of viewpoints [KBLE19]. Our key observation is that a 3D scanning colored point cloud already provides the input of a PBGI tree avoiding the significant amount of work requested at caching time.…”
Section: Related Workmentioning
confidence: 99%