UltraMeshRenderer: Efficient Structure and Management of GPU Out-of-core Memory for Real-time Rendering of Gigantic 3D Meshes
Huadong Zhang, Lizhou Cao, Chao Peng
摘要
GPUs can encounter memory capacity constraints, which pose challenges for achieving real-time rendering performance when processing large 3D models that exceed available memory. State-of-the-art out-of-core rendering frameworks have leveraged Level of Detail (LOD) and frame-to-frame coherence data management techniques to optimize memory usage and minimize CPU-to-GPU data transfer costs. However, the size of view-dependently selected data may still exceed GPU memory capacity, and data transfer remains the most significant bottleneck in overall performance costs. To address these, we introduce a new GPU out-of-core rendering approach that includes a LOD selection method that takes into account both memory and coherence constraints and a parallel in-place GPU memory management algorithm that efficiently assembles the data of the current frame with GPU-resident data from the previous frame and transferred data. Our approach bounds memory usage and data transfer costs, prioritizes and schedules the transfer of essential data, incrementally refining the LOD over subsequent frames to converge toward the desired visual fidelity. Our parallel memory management algorithm consolidates frame-different and reusable data, dynamically reallocating GPU memory slots for efficient in-place operations. Hierarchical LOD representations remain a core component, and we emphasize their role in supporting adaptive data transfer and coherence management, characterized by a uniform depth and near-equal patch size at all levels. Our approach adapts seamlessly to scenarios with varying levels of coherence by balancing real-time performance with visual consistency. Experimental results demonstrate that our system achieves significant performance improvements, rendering scenes with billions of triangles in real-time, outperforming existing methods while maintaining consistent visual quality during dynamic interactions.
问问这篇 Paper
问问你的智能体。
Lune 读过与它相关的顶会 Paper,每个回答都会注明依据哪几篇。
相关 Paper
- A LoD of Gaussians: Out-of-Core Training and Rendering for Seamless Ultra-Large Scene ReconstructionFelix Windisch, Thomas Köhler, Lukas Radl, Mattia D'Urso 等SIGGRAPH 2026
- LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient RenderingJonas Kulhanek, Marie-Julie Rakotosaona, Fabian Manhardt, Christina Tsalicoglou 等NeurIPS 2025 · 被引用 33 次
- FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable RenderingYunji Seo, Young Sun Choi, Hyun Seung Son, Youngjung UhSIGGRAPH 2025 · 被引用 12 次
- Scalable Training of 3D Gaussian Splatting via Out-of-Core OptimizationChonghao Zhong, Shi Linfeng, ChenHua, Tiecheng Sun 等ICML 2026 · 被引用 1 次
- A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large DatasetsBernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer 等SIGGRAPH 2024 · 被引用 180 次
