Holländer, MatthiasRitschel, TobiasEisemann, ElmarBoubekeur, TamyRavi Ramamoorthi and Erik Reinhard2015-02-272015-02-2720111467-8659https://doi.org/10.1111/j.1467-8659.2011.01982.xLevel-of-Detail structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies, providing coarse-to-fine adaptive approximations that are well-adapted for many-view rasterization. Here, the total number of pixels in each view is usually low, while the cost of choosing the appropriate LoD for each view is high. This task represents a challenge for existing GPU algorithms. We propose ManyLoDs, a new GPU algorithm to efficiently compute many LoDs from a Bounding Volume Hierarchy in parallel by balancing the workload within and among LoDs. Our approach is not specific to a particular rendering technique, can be used on lazy representations such as polygon soups, and can handle dynamic scenes. We apply our method to various many-view rasterization applications, including Instant Radiosity, Point-Based Global Illumination, and reflection / refraction mapping. For each of these, we achieve real-time performance in complex scenes at high resolutions.ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination