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.

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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
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article

GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough

Antoine Richermoz, Fabrice Neyret
2 citations
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Computer Graphics and Visualization Techniques
1.26
article

GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough

Antoine Richermoz, Fabrice Neyret
article en
2 citations

Abstract

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.

Proceedings of the ACM on Computer Graphics and Interactive TechniquesVol. 7(3)
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)
Openalex Percentile: Top 13%
Computer Graphics and Visualization Techniques
1.26
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GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough — Antoine Richermoz, Fabrice Neyret · Proceedings of the ACM on Computer Graphics and Interactive Techniques (2024) | TGRS Research Map | TGRS