Abstract
In this paper, we present a GPU-based out-of-core rendering approach under the many-lights rendering framework. Many-lights rendering is an efficient and scalable rendering framework for a large number of lights. But when the data sizes of lights and geometry are both beyond the in-core memory storage size, the data management of these two out-of-core data becomes critical and challenging. In our approach, we formulate such a data management as a graph traversal optimization problem that first builds out-of-core lights and geometry data into a graph, and then guides shading computations by finding a shortest path to visit all vertices in the graph. Based on the proposed data management, we develop a GPU-based out-of-GPU-core rendering algorithm that manages data between the CPU host memory and the GPU device memory. Two main steps are taken in the algorithm: the out-of-core data preparation to pack data into optimal data layouts for the many-lights rendering, and the out-of-core shading using graph-based data management. We demonstrate our algorithm on scenes with out-of-core detailed geometry and out-of-core lights. Results show that our approach generates complex global illumination effects with increased data access coherence and has one order of magnitude performance gain over the CPU-based approach.
Funder
Fundamental Research Funds for the Central Universities
Ministry of Science and Technology of the People's Republic of China
National Natural Science Foundation of China
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design
Cited by
50 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献