High-Performance Graphics 2023
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Browsing High-Performance Graphics 2023 by Subject "CCS Concepts: Computing methodologies -> Rendering"
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Item GPU-Accelerated LOD Generation for Point Clouds(The Eurographics Association and John Wiley & Sons Ltd., 2023) Schütz, Markus; Kerbl, Bernhard; Klaus, Philip; Wimmer, Michael; Bikker, Jacco; Gribble, ChristiaanAbout: We introduce a GPU-accelerated LOD construction process that creates a hybrid voxel-point-based variation of the widely used layered point cloud (LPC) structure for LOD rendering and streaming. The massive performance improvements provided by the GPU allow us to improve the quality of lower LODs via color filtering while still increasing construction speed compared to the non-filtered, CPU-based state of the art. Background: LOD structures are required to render hundreds of millions to trillions of points, but constructing them takes time. Results: LOD structures suitable for rendering and streaming are constructed at rates of about 1 billion points per second (with color filtering) to 4 billion points per second (sample-picking/random sampling, state of the art) on an RTX 3090 - an improvement of a factor of 80 to 400 times over the CPU-based state of the art (12 million points per second). Due to being in-core, model sizes are limited to about 500 million points per 24GB memory. Discussion: Our method currently focuses on maximizing in-core construction speed on the GPU. Issues such as out-of-core construction of arbitrarily large data sets are not addressed, but we expect it to be suitable as a component of bottom-up out-of-core LOD construction schemes.Item Real-Time Rendering of Glinty Appearances using Distributed Binomial Laws on Anisotropic Grids(The Eurographics Association and John Wiley & Sons Ltd., 2023) Deliot, Thomas; Belcour, Laurent; Bikker, Jacco; Gribble, ChristiaanIn this work, we render in real-time glittery materials caused by discrete flakes on the surface. To achieve this, one has to count the number of flakes reflecting the light towards the camera within every texel covered by a given pixel footprint. To do so, we derive a counting method for arbitrary footprints that, unlike previous work, outputs the correct statistics. We combine this counting method with an anisotropic parameterization of the texture space that reduces the number of texels falling under a pixel footprint. This allows our method to run with both stable performance and 1.5× to 5× faster than the state-of-the-art.