Coherent out-of-core point-based global illumination

  • Authors:
  • Janne Kontkanen;Eric Tabellion;Ryan S. Overbeck

  • Affiliations:
  • DreamWorks Animation;DreamWorks Animation;DreamWorks Animation

  • Venue:
  • EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
  • Year:
  • 2011

Quantified Score

Hi-index 0.00

Visualization

Abstract

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.