Cinema Darkroom: A Deferred Rendering Framework for Large-Scale Datasets

Jonas Lukasczyk, Christoph Garth, Matthew Larsen, Wito Engelke, Ingrid Hotz, David Rogers, James Ahrens, Ross Maciejewski

View presentation: 2020-10-25T18:30:00Z GMT-0600 Change your timezone on the schedule page
Exemplar figure
Post hoc rendering of a Richtmyer-Meshkov instability simulation via Cinema Darkroom (CD). This image was generated solely based on two geometry buffers (G-Buffers) that were stored, at simulation runtime, in a Cinema database. Specifically, CD processes G-Buffers to enable post hoc scene compositing, color mapping, and image-based shading.


This paper presents a framework that fully leverages the advantages of a deferred rendering approach for the interactive visualization of large-scale datasets. Geometry buffers (G-Buffers) are generated and stored in situ, and shading is performed post hoc in an interactive image-based rendering front end. This decoupled framework has two major advantages.First, the G-Buffers only need to be computed and stored once---which corresponds to the most expensive part of the rendering pipeline.Second, the stored G-Buffers can later be consumed in an image-based rendering front end that enables users to interactively adjust various visualization parameters---such as the applied color map or the strength of ambient occlusion---where suitable choices are often not known a priori.This paper demonstrates the use of Cinema Darkroom on several real-world datasets, highlighting CD's ability to effectively decouple the complexity and size of the dataset from its visualization.