Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Scans as Primitive Parallel Operations
IEEE Transactions on Computers
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Texture and reflection in computer generated images
Communications of the ACM
Multidimensional binary search trees used for associative searching
Communications of the ACM
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
ACM SIGGRAPH 2003 Papers
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Real-time view-dependent rendering of parametric surfaces
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
GPU-Based Ray Tracing of Splats
PACIFIC_GRAPHICS '10 Proceedings of the 2010 18th Pacific Conference on Computer Graphics and Applications
Tensor clustering for rendering many-light animations
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Multi-image based photon tracing for interactive global illumination of dynamic scenes
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
Parallel scanline algorithm for rapid rasterization of vector geographic data
Computers & Geosciences
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
Efficient virtual shadow maps for many lights
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Factorized point based global illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Level-of-Detail structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies, 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 Bounding Volume Hierarchy 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.