Efficient Scene Appearance Aggregation for Level-of-Detail Rendering
Yang Zhou, Tao Huang, Ravi Ramamoorthi, Pradeep Sen, Ling-Qi Yan
TL;DR
This work tackles appearance-preserving level-of-detail rendering for large, complex scenes by introducing a far-field Aggregated Bidirectional Scattering Distribution Function ($\hat{f}$) per voxel. The authors derive a closed-form, factorized ABSDF that separates base material, normals, and visibility, enabling efficient evaluation and sampling while preserving intra-voxel and inter-voxel correlations through a truncated ellipsoid primitive and global visibility terms (AIV and ABV). A complete scene aggregation pipeline is proposed, including multi-level sparse precomputation, directional moments, beta-distributed roughness modeling, and CPCA-based visibility compression, enabling scalable memory use and faster rendering compared to prior LoD approaches. Quantitative and qualitative results across diverse scenes demonstrate higher fidelity—especially for glossy and anisotropic highlights—while achieving asymptotic memory savings and rendering speed advantages over state-of-the-art methods. The approach offers a practical path toward scalable, physically-based rendering for richly detailed environments with instancing and complex materials.
Abstract
Creating an appearance-preserving level-of-detail (LoD) representation for arbitrary 3D scenes is a challenging problem. The appearance of a scene is an intricate combination of both geometry and material models, and is further complicated by correlation due to the spatial configuration of scene elements. We present a novel volumetric representation for the aggregated appearance of complex scenes and an efficient pipeline for LoD generation and rendering. The core of our representation is the Aggregated Bidirectional Scattering Distribution Function (ABSDF) that summarizes the far-field appearance of all surfaces inside a voxel. We propose a closed-form factorization of the ABSDF that accounts for spatially varying and orientation-varying material parameters. We tackle the challenge of capturing the correlation existing locally within a voxel and globally across different parts of the scene. Our method faithfully reproduces appearance and achieves higher quality than existing scene filtering methods while being inherently efficient to render. The memory footprint and rendering cost of our representation are independent of the original scene complexity.
