SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Optimal quadtree construction algorithms
Computer Vision, Graphics, and Image Processing
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The art of computer programming, volume 3: (2nd ed.) sorting and searching
The art of computer programming, volume 3: (2nd ed.) sorting and searching
Computer Architecture: A Quantitative Approach
Computer Architecture: A Quantitative Approach
Advanced Global Illumination
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2006 Papers
Point-Based Graphics
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies
IEEE Transactions on Visualization and Computer Graphics
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Data-Parallel Octrees for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Reconstructing the indirect light field for global illumination
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Quantized Point-Based Global Illumination
Computer Graphics Forum
Out-of-core construction of sparse voxel octrees
Proceedings of the 5th High-Performance Graphics Conference
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
Factorized point based global illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
We describe a new technique for coherent out-of-core point-based global illumination and ambient occlusion. Point-based global illumination (PBGI) is used in production to render tremendously complex scenes, so in-core storage of point and octree data structures quickly becomes a problem. However, a simple out-of-core extension of a classical top-down octree building algorithm would be extremely inefficient due to large amount of I/O required. Our method extends previous PBGI algorithms with an out-of-core technique that uses minimal I/O and stores data on disk compactly and in coherent chunks for later access during shading. Using properties of a space-filling Z-curve, we are able to preprocess the data in two passes: an external 1D-sort and an octree construction pass.