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DACHSBACHER C.: Micro-rendering for scalable, parallel final gathering
- ACM Trans. Graph. (Proc. SIGGRAPH Asia
"... Figure 1: Our method computes global illumination by rasterizing many thousands of tiny micro-buffers (middle left) in parallel, using a sub-linear point rendering technique with an importance-warped projection. Two interior levels of the hierarchy with 1M points are shown on the left. The middle im ..."
Abstract
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Cited by 10 (3 self)
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Figure 1: Our method computes global illumination by rasterizing many thousands of tiny micro-buffers (middle left) in parallel, using a sub-linear point rendering technique with an importance-warped projection. Two interior levels of the hierarchy with 1M points are shown on the left. The middle image renders at 1.1 Hz (512 × 512 res.). The right scene (700K triangles converted to 1M points) renders at 0.7 Hz. Recent approaches to global illumination for dynamic scenes achieve interactive frame rates by using coarse approximations to geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality global illumination renderings of complex scenes are still limited to methods based on ray tracing. While conceptually simple, these techniques are computationally expensive. We present an efficient and scalable method to compute global illumination solutions at interactive rates for complex and dynamic scenes. Our method is based on parallel final gathering running entirely on the GPU. At each final gathering location we perform micro-rendering: we traverse and rasterize a hierarchical point-based scene representation into an importance-warped microbuffer, which allows for BRDF importance sampling. The final reflected radiance is computed at each gathering location using the micro-buffers and is then stored in image-space. We can trade quality for speed by reducing the sampling rate of the gathering locations in conjunction with bilateral upsampling. We demonstrate the applicability of our method to interactive global illumination, the simulation of multiple indirect bounces, and to final gathering from photon maps.
Real-time Indirect Illumination with Clustered Visibility
"... Figure 1: One-bounce diffuse global illumination rendered at 800×800 pixels for a scene with dynamic geometry (17 k faces) and dynamic lighting at 19.7 fps. Our method uses soft shadows from 30 area lights to efficiently compute the indirect visibility. Visibility computation is often the bottleneck ..."
Abstract
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Cited by 4 (1 self)
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Figure 1: One-bounce diffuse global illumination rendered at 800×800 pixels for a scene with dynamic geometry (17 k faces) and dynamic lighting at 19.7 fps. Our method uses soft shadows from 30 area lights to efficiently compute the indirect visibility. Visibility computation is often the bottleneck when rendering indirect illumination. However, recent methods based on instant radiosity have demonstrated that accurate visibility is not required for indirect illumination. To exploit this insight, we cluster a large number of virtual point lights – which represent the indirect illumination when using instant radiosity – into a small number of virtual area lights. This allows us to compute visibility using recent real-time soft shadow algorithms. Such approximate and fractional from-area visibility is faster to compute and avoids banding when compared to exact binary from-point visibility. Our results show, that the perceptual error of this approximation is negligible and that we achieve real-time frame-rates for large and dynamic scenes. 1
Tensor Clustering for Rendering Many-Light Animations
"... Images from animations rendered with our algorithm, with environment illumination and multiple-bounce indirect lighting converted into 65,536 lights. By sparsely sampling the light-surface interactions and amortizing over time, we can render each frame in a few seconds, using only 300-500 GPU shadow ..."
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Images from animations rendered with our algorithm, with environment illumination and multiple-bounce indirect lighting converted into 65,536 lights. By sparsely sampling the light-surface interactions and amortizing over time, we can render each frame in a few seconds, using only 300-500 GPU shadow map evaluations per frame. Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long-standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many-light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.
generous support from Intel, NVIDIA, Adobe, and Pixar. Sparsely Precomputing The Light Transport Matrix for Real-Time Rendering
"... latest version as in EGSR 2010, please download it at: ..."
1 Introduction – Problem Statements and Models
"... Matrix factorization is an important and unifying topic in signal processing and linear algebra, which has found numerous applications in many other areas. This chapter introduces basic linear and multi-linear 1 models for matrix and tensor factorizations and decompositions, and formulates the analy ..."
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Matrix factorization is an important and unifying topic in signal processing and linear algebra, which has found numerous applications in many other areas. This chapter introduces basic linear and multi-linear 1 models for matrix and tensor factorizations and decompositions, and formulates the analysis framework for
Interactive Indirect Illumination Using Voxel Cone Tracing
"... Figure 1: Real-time indirect illumination (25-70 fps on a GTX480): We rely on a voxel-based cone tracing to ensure efficient integration of 2-bounce illumination and support diffuse and glossy materials on complex scenes. (Right scene courtesy of G. M. Leal Llaguno) Indirect illumination is an impor ..."
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Figure 1: Real-time indirect illumination (25-70 fps on a GTX480): We rely on a voxel-based cone tracing to ensure efficient integration of 2-bounce illumination and support diffuse and glossy materials on complex scenes. (Right scene courtesy of G. M. Leal Llaguno) Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low-frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance and can handle complex scenes with dynamic content thanks to an interactive octree-voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture
Characteristic Point Maps
"... Extremely dense spatial sampling is often needed to prevent aliasing when rendering objects with high frequency variations in geometry and reflectance. To accelerate the rendering process, we introduce characteristic point maps (CPMs), a hierarchy of view-independent points, which are chosen to pres ..."
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Extremely dense spatial sampling is often needed to prevent aliasing when rendering objects with high frequency variations in geometry and reflectance. To accelerate the rendering process, we introduce characteristic point maps (CPMs), a hierarchy of view-independent points, which are chosen to preserve the appearance of the original model across different scales. In preprocessing, randomized matrix column sampling is used to reduce an initial dense sampling to a minimum number of characteristic points with associated weights. In rendering, the reflected radiance is computed using a weighted average of reflectances from characteristic points. Unlike existing techniques, our approach requires no restrictions on the original geometry or reflectance functions.
The State of the Art in Interactive Global Illumination
- COMPUTER GRAPHICS FORUM
"... The interaction of light and matter in the world surrounding us is of striking complexity and beauty. Since the very beginning of computer graphics, adequate modeling of these processes and efficient computation is an intensively studied research topic and still not a solved problem. The inherent c ..."
Abstract
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The interaction of light and matter in the world surrounding us is of striking complexity and beauty. Since the very beginning of computer graphics, adequate modeling of these processes and efficient computation is an intensively studied research topic and still not a solved problem. The inherent complexity stems from the underlying physical processes as well as the global nature of the interactions that let light travel within a scene. This article reviews the state of the art in interactive global illumination computation, that is, methods that generate an image of a virtual scene in less than one second with an as exact as possible, or plausible, solution to the light transport. Additionally, the theoretical background and attempts to classify the broad field of methods are described. The strengths and weaknesses of different approaches, when applied to the different visual phenomena, arising from light interaction are compared and discussed. Finally, the article concludes by highlighting design patterns for interactive global illumination and a list of open problems.

