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A System for Efficient Large Scale Scenes Rendering
Author(s)
Date Issued
2025
Date Available
2025-10-20T15:16:41Z
Abstract
Rendering large-scale scenes in real-time presents significant challenges in computer graphics, primarily due to the immense computational demands and complexity in managing vast datasets effectively. These challenges manifest in several key areas: handling massive geometries that exceed memory capacities, managing high data throughput, ensuring data consistency across heterogeneous computing platforms, and reducing the rendering overhead caused by complex scene dynamics and massive crowd simulations. Addressing these challenges can directly impact a wide range of applications from video games and virtual reality to scientific visualization and urban planning. These applications rely on the ability to render detailed, expansive environments in real-time, which is crucial for immersive user experiences and accurate scientific computations. Historically, these problems have been approached through various methods, including simplified rendering algorithms, use of level of detail (LOD) techniques, and implementations that leverage the raw power of modern GPUs. However, these methods often fall short when scaled to extremely large or dynamically changing scenes. Traditional approaches can lead to inefficiencies such as over-rendering, significant load times, and challenges in updating scenes dynamically without performance degradation. Moreover, the heterogeneity of modern computing hardware adds another layer of complexity, demanding more versatile and robust rendering solutions that can adapt to various architectures without compromising on performance or visual fidelity. This PhD thesis contributes to the field by studying the solution of large-scale scenes rendering, by focusing on solving the following research questions: (1) Is it possible to detect the misuse of graphics libraries at compile-time? (2) How to avoid writing the verbose code of graphics libraries? (3) Is there a way to avoid spending effort on scheduling the heterogeneous hardware? (4) How to overcome the massive overdraw issue of large scale scenes rendering? (5) Is there a way to generate accurate shapes of multiple detail levels? From this study, it is known that the integration of virtual texture and geometry concepts can profoundly improve the efficiency and scalability of voxel-based rendering systems. The linear storage of voxel data, as employed in VirtualVoxel, simplifies modifications and supports high-resolution scenes effectively. Meanwhile, the advanced LOD and culling strategies of VirtualVoxelCrowd demonstrate that careful management of detail and rendering order can drastically reduce computational demands while maintaining high visual quality. These insights pave the way for future research and development in real-time graphics rendering, suggesting that the continued exploration of virtualized rendering resources and intelligent data management strategies will be crucial for advancing the state of the art in this field. Overall, the contributions of this thesis not only address the existing gaps in large-scale scene rendering but also provide robust frameworks that enhance performance, scalability, and visual quality, pushing the boundaries of what can be achieved in real-time graphics rendering.
Type of Material
Doctoral Thesis
Qualification Name
Doctor of Philosophy (Ph.D.)
Publisher
University College Dublin. School of Computer Science
Copyright (Published Version)
2025 the Author
Language
English
Status of Item
Peer reviewed
This item is made available under a Creative Commons License
File(s)
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Name
Thesis Revision Response 2025-8-18.pdf
Size
35.97 MB
Format
Adobe PDF
Checksum (MD5)
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