524 research outputs found

    GPU-Based Global Illumination Using Lightcuts

    Get PDF
    Global Illumination aims to generate high quality images. But due to its highrequirements, it is usually quite slow. Research documented in this thesis wasintended to offer a hardware and software combined acceleration solution toglobal illumination. The GPU (using CUDA) was the hardware part of the wholemethod that applied parallelism to increase performance; the “Lightcuts”algorithm proposed by Walter (2005) at SIGGRAPH 2005 acted as the softwaremethod. As the results demonstrated in this thesis, this combined method offersa satisfactory performance boost effect for relatively complex scenes

    A bidirectional formulation for Walk on Spheres

    Get PDF
    Poisson’s equations and Laplace’s equations are important linear partial differential equations (PDEs)widely used in many applications. Conventional methods for solving PDEs numerically often need todiscretize the space first, making them less efficient for complex shapes. The random walk on spheresmethod (WoS) is a grid-free Monte-Carlo method for solving PDEs that does not need to discrete thespace. We draw analogies between WoS and classical rendering algorithms, and find that the WoSalgorithm is conceptually identical to forward path tracing.We show that solving the Poisson’s equation is equivalent to solving the Green’s function for everypair of points in the domain. Inspired by similar approaches in rendering, we propose a novel WoSreformulation that operates in the reverse direction. Besides this, using the corrector function enablesus to use control variates to estimate the Green’s function. Implementations of this algorithm showimprovement over classical WoS in solving Poisson’s equation with sparse sources. Our approachopens exciting avenues for future algorithms for PDE estimation which, analogous to light transport,connect WoS walks starting from sensors and sources and combine different strategies for robustsolution algorithms in all cases

    Hardware Acceleration of Progressive Refinement Radiosity using Nvidia RTX

    Full text link
    A vital component of photo-realistic image synthesis is the simulation of indirect diffuse reflections, which still remain a quintessential hurdle that modern rendering engines struggle to overcome. Real-time applications typically pre-generate diffuse lighting information offline using radiosity to avoid performing costly computations at run-time. In this thesis we present a variant of progressive refinement radiosity that utilizes Nvidia's novel RTX technology to accelerate the process of form-factor computation without compromising on visual fidelity. Through a modern implementation built on DirectX 12 we demonstrate that offloading radiosity's visibility component to RT cores significantly improves the lightmap generation process and potentially propels it into the domain of real-time.Comment: 114 page

    Thermal radiation view factor: Methods, accuracy and computer-aided procedures

    Get PDF
    The computer aided thermal analysis programs which predicts the result of predetermined acceptable temperature range prior to stationing of these orbiting equipment in various attitudes with respect to the Sun and the Earth was examined. Complexity of the surface geometries suggests the use of numerical schemes for the determination of these viewfactors. Basic definitions and standard methods which form the basis for various digital computer methods and various numerical methods are presented. The physical model and the mathematical methods on which a number of available programs are built are summarized. The strength and the weaknesses of the methods employed, the accuracy of the calculations and the time required for computations are evaluated. The situations where accuracies are important for energy calculations are identified and methods to save computational times are proposed. Guide to best use of the available programs at several centers and the future choices for efficient use of digital computers are included in the recommendations

    Modelling polarized light for computer graphics

    Get PDF
    The quality of visual realism in computer generated images is largely determined by the accuracy of the reflection model. Advances in global illumination techniques have removed to a large extent, some of the limitations on the physical correctness achievable by reflection models. While models currently used by researchers are physically based, most approaches have ignored the polarization of light. The few previous efforts addressing the polarization of light were hampered by inherently unphysical light transport algorithms. This paper, besides taking polarization of light into account in the reflection computation, also provides a basis for modelling polarization as an inherent attribute of light, using the Stokes parameters. A reflection model is developed within this framework and the implementation within a global illumination algorithm called Photon is presented

    A Study of Bi-Directional Reflectance Distribution Functions and Their Effects on Infrared Signature Models

    Get PDF
    Since 2004, AFIT has been developing a trend-analysis tool to assess large commercial aircraft infrared (LCAIR) signatures. In many cases, this code predicted signatures to within 10% of measured data. However, other results indicated that the single-bounce, specular-reflection algorithm being used failed to adequately simulate interactions between aircraft parts where either the specular component is dominated by diffuse reflection or part-to-part multiple-bounce reflections contribute significantly to the signature. This research incorporates Bi-Directional Reflectance Distribution Functions (BRDF\u27s) and multiple-bounce calculations into the LCAIR model. A physical aircraft model was constructed from aluminum, and measurements were taken before and after a surface treatment in gloss black paint. The Sandford-Robertson model is used to parameterize the BRDF\u27s of both the bare aluminum and gloss black paint. Since the most efficient method of integrating a BRDF depends upon the reflectance distribution of the aircraft material, the sampling resolution of the BRDF integral is crucial to an accurate simulation. Additionally, care is taken to ensure that the integration of the hemispherical irradiance onto each facet of the computational model is sampled at a sufficient resolution to achieve convergence in the solution. Simulations in the mid-wave infrared (MWIR) and long-wave infrared (LWIR) bands validate both the previous specular reflectance simplification for the gloss black simulations and the failure of the previous algorithm for the highly reflective bare aluminum. The necessity of considering multiple bounces in the simulation is also demonstrated amongst part-to-part reflections near the wing root, where three or four bounces are required for the solution to converge. Finally, three scenarios simulating a man-portable air defense system (MAN-PADS) system engaging an Airbus A340-300 aircraft landing at a generic airport are performed

    Efficient representations of large radiosity matrices

    Get PDF
    The radiosity equation can be expressed as a linear system, where light interactions between patches of the scene are considered. Its resolution has been one of the main subjects in computer graphics, which has lead to the development of methods focused on different goals. For instance, in inverse lighting problems, it is convenient to solve the radiosity equation thousands of times for static geometries. Also, this calculation needs to consider many (or infinite) light bounces to achieve accurate global illumination results. Several methods have been developed to solve the linear system by finding approximations or other representations of the radiosity matrix, because the full storage of this matrix is memory demanding. Some examples are hierarchical radiosity, progressive refinement approaches, or wavelet radiosity. Even though these methods are memory efficient, they may become slow for many light bounces, due to their iterative nature. Recently, efficient methods have been developed for the direct resolution of the radiosity equation. In this case, the challenge is to reduce the memory requirements of the radiosity matrix, and its inverse. The main objective of this thesis is exploiting the properties of specific problems to reduce the memory requirements of the radiosity problem. Hereby, two types of problems are analyzed. The first problem is to solve radiosity for scenes with a high spatial coherence, such as it happens to some architectural models. The second involves scenes with a high occlusion factor between patches. For the high spatial coherence case, a novel and efficient error-bounded factorization method is presented. It is based on the use of multiple singular value decompositions along with a space filling curve, which allows to exploit spatial coherence. This technique accelerates the factorization of in-core matrices, and allows to work with out-of-core matrices passing only one time over them. In the experimental analysis, the presented method is applied to scenes up to 163K patches. After a precomputation stage, it is used to solve the radiosity equation for fixed geometries and infinite bounces, at interactive times. For the high occlusion problem, city models are used. In this case, the sparsity of the radiosity matrix is exploited. An approach for radiative exchange computation is proposed, where the inverse of the radiosity matrix is approximated. In this calculation, near-zero elements are removed, leading to a highly sparse result. This technique is applied to simulate daylight in urban environments composed by up to 140k patches.La ecuación de radiosidad tiene por objetivo el cálculo de la interacción de la luz con los elementos de la escena. Esta se puede expresar como un sistema lineal, cuya resolución ha derivado en el desarrollo de diversos métodos gráficos para satisfacer propósitos específicos. Por ejemplo, en problemas inversos de iluminación para geometrías estáticas, se debe resolver la ecuación de radiosidad miles de veces. Además, este cálculo debe considerar muchos (infinitos) rebotes de luz, si se quieren obtener resultados precisos de iluminación global. Entre los métodos desarrollados, se destacan aquellos que generan aproximaciones u otras representaciones de la matriz de radiosidad, debido a que su almacenamiento requiere grandes cantidades de memoria. Algunos ejemplos de estas técnicas son la radiosidad jerárquica, el refinamiento progresivo y la radiosidad basada en wavelets. Si bien estos métodos son eficientes en cuanto a memoria, pueden ser lentos cuando se requiere el cálculo de muchos rebotes de luz, debido a su naturaleza iterativa. Recientemente se han desarrollado métodos eficientes para la resolución directa de la ecuación de radiosidad, basados en el pre-cómputo de la inversa de la matriz de radiosidad. En estos casos, el desafío consiste en reducir los requerimientos de memoria y tiempo de ejecución para el cálculo de la matriz y de su inversa. El principal objetivo de la tesis consiste en explotar propiedades específicas de ciertos problemas de iluminación para reducir los requerimientos de memoria de la ecuación de radiosidad. En este contexto, se analizan dos casos diferentes. El primero consiste en hallar la radiosidad para escenas con alta coherencia espacial, tal como ocurre en algunos modelos arquitectónicos. El segundo involucra escenas con un elevado factor de oclusión entre parches. Para el caso de alta coherencia espacial, se presenta un nuevo método de factorización de matrices que es computacionalmente eficiente y que genera aproximaciones cuyo error es configurable. Está basado en el uso de múltiples descomposiciones en valores singulares (SVD) junto a una curva de recubrimiento espacial, lo que permite explotar la coherencia espacial. Esta técnica acelera la factorización de matrices que entran en memoria, y permite trabajar con matrices que no entran en memoria, recorriéndolas una única vez. En el análisis experimental, el método presentado es aplicado a escenas de hasta 163 mil parches. Luego de una etapa de precómputo, se logra resolver la ecuación de radiosidad en tiempos interactivos, para geométricas estáticas e infinitos rebotes. Para el problema de alta oclusión, se utilizan modelos de ciudades. En este caso, se aprovecha la baja densidad de la matriz de radiosidad, y se propone una técnica para el cálculo aproximado de su inversa. En este cálculo, los elementos cercanos a cero son eliminados. La técnica es aplicada a la simulación de la luz natural en ambientes urbanos compuestos por hasta 140 mil parches

    Real-time Global Illumination by Simulating Photon Mapping

    Get PDF
    corecore