GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough
Using voxel hierarchies as a generic 3D scene representation makes ray marching, antialiasing, and LOD easy. The drawback is the huge amount of memory required to store voxels, even with empty space compression. Still, GigaVoxels [Crassin et al. 2009] showed that by using a ray-guided cache to produce and store only visible voxels bricks on demand, it is possible to walk through very large and detailed worlds with real-time performance in bounded GPU memory. However, on-demand production of data during rendering is still challenging in terms of synchronization and starvation of GPU cores. We propose a new GPU-driven algorithm using dynamic parallelism (DP) to minimize these, and a "GPU-cores timeline" profiling tool to analyze them. We validate our model with timings (2× gain) and we illustrate it on various scenes.
Authors
- Antoine Richermoz
- Fabrice Neyret (ORCID: https://orcid.org/0000-0003-0777-2401)
Institutions
- Institut polytechnique de Grenoble (FR)
- Centre National de la Recherche Scientifique (FR)
- Institut national de recherche en sciences et technologies du numérique (FR)
- Laboratoire Jean Kuntzmann (FR)
- Université Grenoble Alpes (FR)
Publication Details
- Journal
- Proceedings of the ACM on Computer Graphics and Interactive Techniques
- Published
- 2024-08-09
- DOI
- https://doi.org/10.1145/3675389
- Citations
- 2
- Primary Topic
- Computer Graphics and Visualization Techniques
- Type
- article
- Field-Weighted Citation Impact
- 1.26