dc.contributor.author | Zellmann, Stefan | en_US |
dc.contributor.author | Morrical, Nate | en_US |
dc.contributor.author | Wald, Ingo | en_US |
dc.contributor.author | Pascucci, Valerio | en_US |
dc.contributor.editor | Frey, Steffen and Huang, Jian and Sadlo, Filip | en_US |
dc.date.accessioned | 2020-05-24T13:24:34Z | |
dc.date.available | 2020-05-24T13:24:34Z | |
dc.date.issued | 2020 | |
dc.identifier.isbn | 978-3-03868-107-6 | |
dc.identifier.issn | 1727-348X | |
dc.identifier.uri | https://doi.org/10.2312/pgv.20201070 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/pgv20201070 | |
dc.description.abstract | Instancing is commonly used to reduce the memory footprint of massive 3-d models. Nevertheless, large production assets often do not fit into the memory allocated to a single rendering node or into the video memory of a single GPU. For memory intensive scenes like these, distributed rendering can be helpful. However, finding efficient data distributions for these instanced 3-d models is challenging, since a memory-efficient data distribution often results in an inefficient spatial distribution, and vice versa. Therefore, we propose a k-d tree construction algorithm that balances these two opposing goals and evaluate our scene distribution approach using publicly available instanced 3-d models like Disney's Moana Island Scene. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | ] |
dc.subject | Computing methodologies | |
dc.subject | Ray tracing | |
dc.subject | Self | |
dc.subject | organization | |
dc.title | Finding Efficient Spatial Distributions for Massively Instanced 3-d Models | en_US |
dc.description.seriesinformation | Eurographics Symposium on Parallel Graphics and Visualization | |
dc.description.sectionheaders | Graphics | |
dc.identifier.doi | 10.2312/pgv.20201070 | |
dc.identifier.pages | 1-11 | |