TL;DR: This article consists of a collection of slides from the author's conference presentation, some of the topics discussed include: architecture convergence; Larrabee architecture; and graphics pipeline.
Abstract: This paper presents a many-core visual computing architecture code named Larrabee, a new software rendering pipeline, a manycore programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores that are augmented by a wide vector processor unit, as well as some fixed function logic blocks. This provides dramatically higher performance per watt and per unit of area than out-of-order CPUs on highly parallel workloads. It also greatly increases the flexibility and programmability of the architecture as compared to standard GPUs. A coherent on-die 2nd level cache allows efficient inter-processor communication and high-bandwidth local data access by CPU cores. Task scheduling is performed entirely with software in Larrabee, rather than in fixed function logic. The customizable software graphics rendering pipeline for this architecture uses binning in order to reduce required memory bandwidth, minimize lock contention, and increase opportunities for parallelism relative to standard GPUs. The Larrabee native programming model supports a variety of highly parallel applications that use irregular data structures. Performance analysis on those applications demonstrates Larrabee's potential for a broad range of parallel computation.
TL;DR: This updated bestseller shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores.
Abstract: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures.FEATURES: Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores Contains detailed explanations of popular real-time game effects Includes a DVD with source code and all the images (including 4-color) from the book Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
TL;DR: This survey of mobile graphics research describes current solutions in terms of specialized hardware, rendering and transmission, visualization, and user interfaces.
Abstract: High-quality computer graphics let mobile-device users access more compelling content. Still, the devices' limitations and requirements differ substantially from those of a PC. This survey of mobile graphics research describes current solutions in terms of specialized hardware (including 3D displays), rendering and transmission, visualization, and user interfaces.
TL;DR: A novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms, and high-quality real-time rendering of complex, real-world examples are introduced.
Abstract: We introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representation supports a broad class of vector primitives, including multiple layers of semitransparent filled and stroked shapes, with quadratic outlines and color gradients. Our approach is to create a coarse lattice in which each cell contains a variable-length encoding of the graphics primitives it overlaps. These cell-specialized encodings are interpreted at runtime within a pixel shader. Advantages include localized memory access and the ability to map vector graphics onto arbitrary surfaces, or under arbitrary deformations. Most importantly, we perform both prefiltering and supersampling within a single pixel shader invocation, achieving inter-primitive antialiasing at no added memory bandwidth cost. We present an efficient encoding algorithm, and demonstrate high-quality real-time rendering of complex, real-world examples.
TL;DR: Extrapolating these results to very large data and image sizes suggests that a distributed-memory high-performance computing architecture such as the Blue Gene is a viable platform for some types of visualization at very large scales.
Abstract: Parallel volume rendering is implemented and tested on an IBM Blue Gene distributed-memory parallel architecture. The goal of studying the cost of parallel rendering on a new class of supercomputers such as the Blue Gene/P is not necessarily to achieve real-time rendering rates. It is to identify and understand the extent of bottlenecks and interactions between various components that affect the design of future visualization solutions on these machines, solutions that may offer alternatives to hardware-accelerated volume rendering, for example, when large volumes, large image sizes, and very high quality results are dictated by peta- and exascale data. As a step in that direction, this study presents data from experiments under a number of conditions, including dataset size, number of processors, low- and high-quality rendering, offline storage of results, and streaming of images for remote display. Performance is divided into three main sections of the algorithm: disk I/O, rendering, and compositing. The dynamic balance among these tasks varies with the number of processors and other conditions. Lessons learned from the work include understanding the balance between parallel I/O, computation, and communication within the context of visualization on supercomputers; recommendations for tuning and optimization; and opportunities for further scaling. Extrapolating these results to very large data and image sizes suggests that a distributed-memory high-performance computing architecture such as the Blue Gene is a viable platform for some types of visualization at very large scales.
TL;DR: In this paper, a mixed-resolution volume ray-casting approach is proposed that enables more flexibility in the choice of downsampling positions and filter kernels, allows freely mixing volume bricks of different resolutions during rendering, and does not require modifying the original sample values.
Abstract: We propose a mixed-resolution volume ray-casting approach that enables more flexibility in the choice of downsampling positions and filter kernels, allows freely mixing volume bricks of different resolutions during rendering, and does not require modifying the original sample values. A C0-continuous function is obtained everywhere with hardware-native filtering at full speed by simply warping texture coordinates of samples in transition regions. Additionally, we propose a simple but powerful, flat texture packing scheme that supports mixing different resolution levels in a single 3D volume cache texture with a very simple and fast address translation scheme. Although this packing constrains full scalability, it enables mixing different resolution levels in GPU-based ray-casting with only a single rendering pass. We demonstrate our approach on large real-world data, obtaining a continuous scalar function and shading at brick boundaries, using single-pass ray-casting at real-time frame rates.
TL;DR: This paper presents persistent grid mapping (PGM), a novel framework for interactive view-dependent terrain rendering that takes advantage of ray tracing and mesh rendering, and an external texture memory support is provided to enable the rendering of terrains that exceed the size of texture memory.
Abstract: In this paper we present persistent grid mapping (PGM), a novel framework for interactive view-dependent terrain rendering. Our algorithm is geared toward high utilization of modern GPUs, and takes advantage of ray tracing and mesh rendering. The algorithm maintains multiple levels of the elevation and color maps to achieve a faithful sampling of the viewed region. The rendered mesh ensures the absence of cracks and degenerate triangles that may cause the appearance of visual artifacts. In addition, an external texture memory support is provided to enable the rendering of terrains that exceed the size of texture memory. Our experimental results show that the PGM algorithm provides high quality images at steady frame rates.
TL;DR: A screen-adaptive hybrid low/high-resolution rendering technique that achieves a good compromise between image quality and interactivity is proposed and compressed and paletted texture formats are explored for fast texture update during interactive specification of the transfer function.
Abstract: A rendering technique for interactive direct volume visualization on mobile devices is presented. Utilizing basic graphics hardware functionality such as rasterization and 2D texture mapping, native volume rendering is possible by adopting and extending the 2D texture-slicing approach. Limitations of mobile graphics devices are discussed—in particular concerning graphics performance and available functionality. These limitations lead to modifications of the traditional texture-based volumerendering algorithm: we propose a screen-adaptive hybrid low/high-resolution rendering technique that achieves a good compromise between image quality and interactivity; furthermore, compressed and paletted texture formats are explored for fast texture update, for example, during interactive specification of the transfer function. The implementation of the rendering algorithm is based on OpenGL ES 1.0 and was tested on the Dell Axim X50v/X51v PDA. Performance characteristics are documented in the form of several kinds of performance measurements.
TL;DR: A real-time video-based rendering system using a network camera array that renders a free-viewpoint video at up to 30 fps depending on rendering parameters and estimates a view-dependent per-pixel depth map in real- time by using a layered representation.
Abstract: We present a real-time video-based rendering system using a network camera array. Our system consists of 64 commodity network cameras that are connected to a single PC through a Gigabit Ethernet. To render a high-quality novel view, we estimate a view-dependent per-pixel depth map in real-time by using a layered representation. The rendering algorithm is fully implemented on a GPU, which allows our system to efficiently use CPU and GPU independently and in parallel. Using QVGA input video resolution, our system renders a free-viewpoint video at up to 30 fps depending on rendering parameters. Experimental results show high-quality images synthesized from various scenes.
TL;DR: In this paper, a hybrid rendering architecture capable of interfacing a streaming geometry frontend with a physical rendering backend using a dynamic accelerated data structure (ADS) generator is presented. And the dynamic ADS generator effectively parallelizes the generation of the ADS, such that an ADS may be built using a plurality of parallel threads of execution.
Abstract: A circuit arrangement and method provide a hybrid rendering architecture capable of interfacing a streaming geometry frontend with a physical rendering backend using a dynamic accelerated data structure (ADS) generator. The dynamic ADS generator effectively parallelizes the generation of the ADS, such that an ADS may be built using a plurality of parallel threads of execution. By doing so, both the frontend and backend rendering processes are amendable to parallelization, and enabling if so desired real time rendering using physical rendering techniques such as ray tracing and photon mapping. Furthermore, conventional streaming geometry frontends such as OpenGL and DirectX compatible frontends can readily be adapted for use with physical rendering backends, thereby enabling developers to continue to develop with known API's, yet still obtain the benefits of physical rendering techniques.
TL;DR: In this paper, a rolling context data structure is used to store multiple contexts associated with different image elements that are being processed in the software pipeline, and each context stores state data for a particular image element, and the association of each image element with a context is maintained as the image element is passed from stage to stage.
Abstract: A multithreaded rendering software pipeline architecture utilizes a rolling context data structure to store multiple contexts that are associated with different image elements that are being processed in the software pipeline. Each context stores state data for a particular image element, and the association of each image element with a context is maintained as the image element is passed from stage to stage of the software pipeline, thus ensuring that the state used by the different stages of the software pipeline when processing the image element remains coherent irrespective of state changes made for other image elements being processed by the software pipeline. Multiple image elements may therefore be processed concurrently by the software pipeline, and often without regard for synchronization or serialization of state changes that affect only certain image elements.
TL;DR: This paper presents a simple kd-tree-based space partitioning scheme to efficiently remove the empty spaces from the volume data sets at the preprocessing stage and improves the rendering performance significantly.
Abstract: Interactive volume rendering methods such as texture-based slicing techniques and ray casting have been well developed in recent years. The rendering performance is generally restricted by the volume size, the fill-rate, and the texture fetch speed of the graphics hardware. For most 3D data sets, a fraction of the volume is empty, which will reduce the rendering performance without specific optimization. In this paper, we present a simple kd-tree-based space partitioning scheme to efficiently remove the empty spaces from the volume data sets at the preprocessing stage. The splitting rule of the scheme is based on a simple yet effective cost function evaluated through a fast approximation of the bounding volume of the nonempty regions. The scheme culls a large number of empty voxels and encloses the remaining data with a small number of axis-aligned bounding boxes, which are then used for interactive rendering. The number of boxes is controlled by halting criteria. In addition to its simplicity, our scheme...
TL;DR: In this paper, a method for remotely displaying 3D information on a remote machine is presented, where an application graphics command is generated, corresponding to a first 3D API from an application on a first machine.
Abstract: A method for remotely displaying 3D information on a remote machine is disclosed. An application graphics command is generated, corresponding to a first 3D API from an application on a first machine. The application graphics command are translated to a remote graphics command corresponding to a second 3D API wherein the remote graphics command is compatible with a transport mechanism and a graphics driver on a second machine. The remote graphics command is transported over a network to a second machine.
TL;DR: In this article, a variable rendering system is described that automatically transitions between hardware-accelerated rendering and software rendering of application data based on system performance and without user interaction or noticeable impact on the user experience.
Abstract: A variable rendering system is described that automatically transitions between hardware-accelerated rendering and software rendering of application data based on system performance and without user interaction or noticeable impact on the user experience. When hardware-accelerated rendering is available, the system renders application data using hardware-accelerated rendering. If an event occurs that causes hardware-accelerated rendering to fail, then the system dynamically transitions from hardware-accelerated rendering to software-accelerated rendering. Periodically, the system attempts to transition back to hardware-accelerated rendering.
TL;DR: ShaderX6: Advanced Rendering Techniques as discussed by the authors provides coverage of the vertex and pixel shader methods used in high-end graphics and game development, and offers time-saving solutions to help you become more efficient and productive.
Abstract: Welcome to ShaderX6, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools. ShaderX6: Advanced Rendering Techniques provides coverage of the vertex and pixel shader methods used in high-end graphics and game development. These state-of-the-art, ready-to-use solutions will help you meet your everyday programming challenges and bring your graphics to a new level of realism. This collection offers time-saving solutions to help you become more efficient and productive, and is a must-have reference for all shader programmers.
TL;DR: This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model and requires substantially less memory than recent interactive ray casting approaches.
Abstract: We present an efficient GPU-based implementation of the Proj ected Tetrahedra (PT) algorithm. By reducing most of the CPU‐GPU data transfer, the algorithm achieves intera ctive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored , it requires substantially less memory than recent interactive ray casting approaches. The method uses a two-p ass gpu approach with two fragment shaders. This work includes extended volume inspection capabilities by s upporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.
TL;DR: In this paper, a rendering application locates a first file that includes a first implementation involving a first graphics material and compares the data associated with the first file to the corresponding second file that involves a second implementation involving the same graphics material.
Abstract: Embodiments of the invention provide a method for extending a graphics rendering framework. A rendering application locates a first file that includes a first implementation involving a first graphics material and compares data associated with the first file to data associated with a second file that includes a second implementation involving a second graphics material. The rendering application compares data associated with the first and second files, determines that the first graphics material matches the second graphics material, and determines that the first implementation is different from the second implementation. The data associated with the first file and the data associated with the second file are then combined into a data structure. Advantageously, new graphics materials, and implementations for existing graphics materials, may be created without access to the source code of the original implementation of the graphics materials and may be installed at a later time without re-shipping the entire library of graphics materials and implementations.
TL;DR: In this paper, the rendering requests are tessellated into sequences of triangles and the vertices of the triangles are mapped to a vertex buffer along with an index to identify associated constant data.
Abstract: Methods and computer-readable media for displaying two-dimensional objects on a display device are disclosed. Rendering requests are received from an application to render two-dimensionally modeled graphics to a display device. Primitive geometries of drawing calls of the rendering requests are tessellated into sequences of triangles. The vertices of the triangles are mapped to a vertex buffer along with an index to identify associated constant data. Batching operations store and communicate calls and mapped data to a graphics processing unit by way of a three-dimensional rendering application program interface. Constant data associated with the mapped data are indexed and appended together in a constant buffer, thereby allowing drawing calls to be coalesced. A staging buffer and a staging texture are provided for batching text anti-aliasing operations. Shader fragments are precompiled and organized by way of a predetermined lookup table.
TL;DR: This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU) and warm up with simple methods including shadow and environment mapping, then move on toward advanced concepts aiming at global illumination rendering.
Abstract: This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all appro...
TL;DR: In this article, the authors present a system and methods for providing scalability of multiple graphic processor units (GPU) that work together in a multi-coprocessor fashion to provide parallel graphics rendering methodology for an information handling system.
Abstract: Systems and methods for providing scalability of multiple graphic processor units (GPU) that work together in a multi-coprocessor fashion to provide parallel graphics rendering methodology for an information handling system. The total number of active GPUs working together to provide parallel graphics rendering methodology for a given information handling system may be increased in a modular manner beyond one or two GPUs, e.g., so as allow as many GPUs as desired to be attached to a given information handling system such as a desktop computer or notebook computer.
TL;DR: This work addresses the problem of an efficient image-space reconstruction of adaptively sampled scenes in the context of point-based and line-based graphics and presents solutions for the efficient combination of points, lines, and polygons in a single image.
TL;DR: In this paper, a means is provided by which a software application such as a video game application, may be enhanced to render application-related graphics content to one portion of a display area and additional graphics content, such as advertising content, to a second portion of the same display area, even though the application was not originally programmed to support such functionality.
Abstract: A means is provided by which a software application, such as a video game application, may be enhanced to render application-related graphics content to one portion of a display area and additional graphics content, such as advertising content, to a second portion of the same display area, even though the application was not originally programmed to support such functionality.
TL;DR: This work presents a framework where the renderer and MPEG codec are coupled through a straightforward interface that provides precise motion vectors from the rendering side to the codec and perceptual error thresholds for each pixel in the opposite direction, demonstrating many advantages of coupling the rendering with video compression in terms of faster rendering.
Abstract: Currently 3D animation rendering and video compression are completely independent processes even if rendered frames are streamed on-the-fly within a client-server platform. In such scenario, which may involve time-varying transmission bandwidths and different display characteristics at the client side, dynamic adjustment of the rendering quality to such requirements can lead to a better use of server resources. In this work, we present a framework where the renderer and MPEG codec are coupled through a straightforward interface that provides precise motion vectors from the rendering side to the codec and perceptual error thresholds for each pixel in the opposite direction. The perceptual error thresholds take into account bandwidth-dependent quantization errors resulting from the lossy com-pression as well as image content-dependent luminance and spatial contrast masking. The availability of the discrete cosine transform (DCT) coefficients at the codec side enables to use advanced models of the human visual system (HVS) in the perceptual error threshold derivation without incurring any significant cost. Those error thresholds are then used to control the rendering quality and make it well aligned with the compressed stream quality. In our prototype system we use the lightcuts technique developed by Walter et al., which we enhance to handle dynamic image sequences, and an MPEG-2 implementation. Our results clearly demonstrate many advantages of coupling the rendering with video compression in terms of faster rendering. Furthermore, temporally coherent rendering leads to a reduction of temporal artifacts.
TL;DR: In this paper, a ray marches a volume but, instead of merely accumulating the samples along the ray, a distinct particle is generated for each sample each particle captures the volume's local attributes and then rendered through splatting.
Abstract: In the field of computer graphics and more specifically computer implemented animation, two known alternative methods for rendering objects which have volume (fire, smoke, clouds, etc) are ray marching and splatting (ie particle-based rendering) These methods have contrasting strengths and weaknesses The present volume rendering method and associated apparatus combine these methods, drawing on the strengths of each The ray marches a volume but, rather than merely accumulating the samples along the ray, a distinct particle is generated for each sample Each particle captures the volume's local attributes The particles are then rendered through splatting Thus the method has the strengths of splatting eg, fast 3D motion blur and hardware rendering, and the strengths of ray marching eg, volume sampling density corresponds with camera proximity since rays disperse, thereby focusing computer processing time on important volume detail and minimizing noise The present method is useful in production of animated feature films, providing fast high-quality volume rendering with true 3D motion blur
TL;DR: This paper ray trace an exact isosurface directly inside a pixel shader using a set of Bézier Tetrahedra to approximate any reconstruction filter with arbitrary footprint, including high quality reconstruction filtering.
Abstract: This paper presents a volume representation format called BT Volumes, along with a technique to interactively render them and two methods to create useful data in BT Volume format, including high quality reconstruction filtering. Medical applications rely heavily on isosurface data to visualize anatomy, but current real-time iso-surface rendering techniques such as Marching Cubes are limited in flexibility and provide only low-order linear reconstruction filtering. As an alternative to creating triangular geometry to represent the surface, we ray trace an exact isosurface directly inside a pixel shader. We construct a set of Bezier Tetrahedra to approximate any reconstruction filter with arbitrary footprint. We then precompute the volume convolved with this filter as a tetrahedral grid with Bezier weights that can be ray traced in graphics hardware. Our technique is fast, renders any isosurface level without additional work, and performs high quality reconstruction filtering with arbitrary footprints and reconstruction kernels.
TL;DR: In this article, the authors examine the architectural space of high-performance rendering systems and discover only one architectural class that promises to deliver high polygon performance with very high-resolution displays and do so in an efficient manner.
Abstract: Interactive graphics applications have long been challenging graphics system designers by demanding machines that can provide ever increasing polygon rendering performance. Another trend in interactive graphics is the growing use of display devices with pixel counts well beyond what is usually considered “high-resolution.” If we examine the architectural space of high-performance rendering systems, we discover only one architectural class that promises to deliver high polygon performance with very-high-resolution displays and do so in an efficient manner. It is known as “sort-first.”We investigate the sort-first architecture, starting with a comparison to its architectural class mates (sort-middle and sort-last). We find that sort-first has an inherent ability to take advantage of the frame-to-frame coherence found in interactive applications. We examine this ability through simulation with a set of test applications and show how it reduces sort-first's communication needs and therefore its parallel overhead. We also explore the issue of load-balancing with sort-first and introduce a new adaptive algorithm to solve this problem. Additional simulations demonstrate the effectiveness of this algorithm. Finally, we touch on a variety of issues that must be resolved in order to fulfill sort-first's ultimate promise: millions of polygons for zillions of pixels.
TL;DR: The proposed approach leaves the minimal work of rendering to CPU, and makes GPU take all the major work, including LOD assignment and view frustum culling, which have been the typical tasks of CPU.
Abstract: This paper proposes a fast rendering algorithm for real-time animation of large crowds, which is essential for video games with a large number of non-player characters. The proposed approach leaves the minimal work of rendering to CPU, and makes GPU take all the major work, including LOD assignment and view frustum culling, which have been the typical tasks of CPU. By offloading the rendering overhead from CPU, the approach enables the CPU to perform intensive computations for crowd simulation. The experiments show that tens of thousands of characters can be skin-animated in real time.
TL;DR: Graphics architectures are evolving toward a general-purpose parallel-programming model that will support a variety of image-synthesis algorithms, as well as nongraphics tasks.
Abstract: Graphics architectures are in the midst of a major transition. In the past, these were specialized architectures designed to support a single rendering algorithm: the standard Z buffer. Realtime 3D graphics has now advanced to the point where the Z-buffer algorithm has serious shortcomings for generating the next generation of higher-quality visual effects demanded by games and other interactive 3D applications. There is also a desire to use the high computational capability of graphics architectures to support collision detection, approximate physics simulations, scene management, and simple artificial intelligence. In response to these forces, graphics architectures are evolving toward a general-purpose parallel-programming model that will support a variety of image-synthesis algorithms, as well as nongraphics tasks.
TL;DR: In this article, a renderer-agnostic method for representing materials independently from an underlying rendering engine is proposed, where materials libraries may be extended with new materials for rendering with an existing rendering engine and implementation.
Abstract: Embodiments of the invention provide a renderer-agnostic method for representing materials independently from an underlying rendering engine. Advantageously, materials libraries may be extended with new materials for rendering with an existing rendering engine and implementation. Also, new rendering engines and implementations may be added for existing materials. Thus, at run-time, rather than limiting the rendering to being performed on a pre-determined rendering engine, the rendering application may efficiently and conveniently manage rendering a graphics scene on a plurality of rendering engines or implementations.
TL;DR: A new VBR system that creates new views of a dynamic scene in live that provides high quality images and does not require any background subtraction, and is especially designed for stereovision using autostereoscopic displays.
Abstract: In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only few of them can render new views on-line. We present a new VBR system that creates new views of a dynamic scene in live. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to the mobile phone. Due to GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.