End-to-End View-Dependent Compressed Rendering
End-to-End View-Dependent Compressed Rendering
Weave: Österreich - Belgien - Deutschland - Luxemburg - Polen - Schweiz - Slowenien - Tschechien
Disciplines
Computer Sciences (100%)
Keywords
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Meshlets,
Compression,
Real-time Rendering
Open-world games, scientific simulations, and other applications often grapple with the challenge of managing and rendering vast, intricate scenes. These scenes are typically so large that they cannot be fully stored in memory, necessitating complex data streaming and decompression processes to ensure smooth and timely rendering. Despite advancements in game technology, managing these extensive scenes remains a significant hurdle. However, new research in compressed rendering promises to address these challenges, offering a solution that could transform the gaming and simulation industries. In a collaborative effort, Professor Dieter Schmalstieg, newly appointed Alexander von Humboldt Professor and director of the VISUS institute at the University of Stuttgart, and Professor Markus Steinberger of Graz University of Technology, are researching a cutting-edge compressed rendering infrastructure. Their innovative system is designed to tackle the two primary issues that currently hinder out-of-core rendering: excessive memory usage and high runtime overhead. One of the key challenges in rendering large scenes is that even with Level of Detail management, the visible parts of the scene may still consume too much memory bandwidth or exceed the available memory. Reducing level of detail too much compromises visual quality, which is unacceptable in high- end applications like video games and simulations. To address this, the researchers propose on-the-fly compressed rendering, which allows decompression directly in the rendering pipeline, avoiding the need to every decompress the representation as a whole, significantly reducing the memory footprint without sacrificing visual fidelity. Moreover, their approach resolves the second major issue: the runtime overhead associated with progressive or view-dependent level of detail rendering. Traditionally, these methods impose significant computational demands that do not align well with the batch-oriented processing model of modern graphics processors. The new approach developed by Schmalstieg and Steinberger offers a solution by enabling view-dependent rendering with minimal overhead, combining the efficiency of non-view- dependent level of detail with the precision of view-dependent techniques. The implications of this technology are profound, particularly for the gaming industry, where the demand for increasingly complex and immersive experiences continues to grow. By providing a more efficient way to manage and render vast scenes, this new system has the potential to set a new standard in game development and other real-time rendering applications.
- Technische Universität Graz - 100%
- Dieter Schmalstieg, Universität Stuttgart - Germany, international project partner
Research Output
- 5 Citations
- 3 Publications
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2025
Title VRSplat: Fast and Robust Gaussian Splatting for Virtual Reality DOI 10.1145/3728311 Type Journal Article Author Tu X Journal Proceedings of the ACM on Computer Graphics and Interactive Techniques Pages 1-22 Link Publication -
2025
Title SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction DOI 10.1145/3757377.3763933 Type Conference Proceeding Abstract Author Radl L Pages 1-11 -
2025
Title Potentially Visible Set Generation with the Disocclusion Buffer DOI 10.1145/3757377.3763981 Type Conference Proceeding Abstract Author Künzel S Pages 1-12