378 research outputs found
Hardware Acceleration of Progressive Refinement Radiosity using Nvidia RTX
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
A Gathering and Shooting Progressive Refinement Radiosity Method
This paper presents a gathering and shooting progressive refinement radiosity method. Our method integrates the iterative process of light energy gathering used in the standard full matrix method and the iterative process of light energy shooting used in the conventional progressive refinement method. As usual, in each iteration, the algorithm first selects the patch which holds the maximum unprocessed light energy in the environment as the shooting patch. But before the shooting process is activated, a light energy gathering process takes place. In this gathering process, the amount of the unprocessed light energy which is supposed to be shot to the current shooting patch from the rest of the environment in later iterations is pre-accumulated. In general, this extra amount of gathered light energy is far from trivial since it comes from every patch in the environment from which the current shooting patch can be seen. However, with the reciprocity relationship for form-factors, still only one hemi-cube of the form-factors is needed in each iteration step. Based on a concise record of the history of the unprocessed light energy distribution in the environment, a new progressive refinement algorithm with revised gathering and shooting procedures is then proposed. With little additional computation and memory usage compared to the conventional progressive refinement radiosity method, a solid convergence speedup is achieved. This gathering and shooting approach extends the capability of the radiosity method in accurate and efficient simulation of the global illuminations of complex environments
A parallel progressive radiosity algorithm based on patch data circulation
Cataloged from PDF version of article.Current research on radiosity has concentrated on increasing the accuracy and the speed of the solution. Although algorithmic and meshing techniques decrease the execution time, still excessive computational power is required for complex scenes. Hence, parallelism can be exploited for speeding up the method further. This paper aims at providing a thorough examination of parallelism in the basic progressive refinement radiosity, and investigates its parallelization on distributed-memory parallel architectures. A synchronous scheme, based on static task assignment, is proposed to achieve better coherence for shooting patch selections. An efficient global circulation scheme is proposed for the parallel light distribution computations, which reduces the total volume of concurrent communication by an asymptotical factor. The proposed parallel algorithm is implemented on an Intel's iPSC/2 hypercube multicomputer. Load balance qualities of the proposed static assignment schemes are evaluated experimentally. The effect of coherence in the parallel light distribution computations on the shooting patch selection sequence is also investigated. Theoretical and experimental evaluation is also presented to verify that the proposed parallelization scheme yields equally good performance on multicomputers implementing the simplest (e.g. ring) as well as the richest (e.g. hypercube) interconnection topologies. This paper also proposes and presents a parallel load re-balancing scheme which enhances our basic parallel radiosity algorithm to be usable in the parallelization of radiosity methods adopting adaptive subdivision and meshing techniques. (C) 1996 Elsevier Science Lt
Progressive refinement rendering of implicit surfaces
The visualisation of implicit surfaces can be an inefficient task when such surfaces are complex and highly detailed. Visualising a surface by first converting it to a
polygon mesh may lead to an excessive polygon count. Visualising a surface by direct ray casting is often a slow procedure. In this paper we present a progressive refinement renderer for implicit surfaces that are Lipschitz continuous. The renderer first displays a low resolution estimate of what the final image is going to be and, as the computation progresses, increases the quality of this estimate at an interactive frame rate. This renderer provides a quick previewing facility that significantly reduces the design cycle of a new and complex implicit surface. The renderer is also capable of completing an image faster than a conventional implicit surface rendering algorithm based on ray casting
An Integral geometry based method for fast form-factor computation
Monte Carlo techniques have been widely used in rendering algorithms for local integration. For example, to
compute the contribution of a patch to the luminance of another. In the present paper we propose an
algorithm based on Integral geometry where Monte Carlo is applied globally. We give some results of the
implementation to validate the proposition and we study the error of the technique, as well as its complexity.Postprint (published version
Interactive global illumination on the CPU
Computing realistic physically-based global illumination in real-time remains one
of the major goals in the fields of rendering and visualisation; one that has not
yet been achieved due to its inherent computational complexity. This thesis focuses
on CPU-based interactive global illumination approaches with an aim to
develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant
on spatial and cache coherency to achieve interactive rates which conflicts
with needs of global illumination solutions which require a large number of incoherent
secondary rays to be computed. Methods that reduce the total number of
rays that need to be processed, such as Selective rendering, were investigated to
determine how best they can be utilised.
The impact that selective rendering has on interactive ray tracing was analysed
and quantified and two novel global illumination algorithms were developed,
with the structured methodology used presented as a framework. Adaptive Inter-
leaved Sampling, is a generalisable approach that combines interleaved sampling
with an adaptive approach, which uses efficient component-specific adaptive guidance
methods to drive the computation. Results of up to 11 frames per second
were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of
diffuse interreflections to interactive rates. This approach achieved frame rates
exceeding 9 frames per second for the majority of scenes. Validation of the results
for both approaches showed little perceptual difference when comparing
against a gold-standard path-traced image. Further research into caching led to
the development of a new wait-free data access control mechanism for sharing the
irradiance cache among multiple rendering threads on a shared memory parallel
system. By not serialising accesses to the shared data structure the irradiance
values were shared among all the threads without any overhead or contention,
when reading and writing simultaneously. This new approach achieved efficiencies
between 77% and 92% for 8 threads when calculating static images and animations.
This work demonstrates that, due to the
flexibility of the CPU, CPU-based
algorithms remain a valid and competitive choice for achieving global illumination
interactively, and an alternative to the generally brute-force GPU-centric
algorithms
Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media
Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings äußerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern
Implementation and Analysis of an Image-Based Global Illumination Framework for Animated Environments
We describe a new framework for efficiently computing and storing global illumination effects for complex, animated environments. The new framework allows the rapid generation of sequences representing any arbitrary path in a view space within an environment in which both the viewer and objects move. The global illumination is stored as time sequences of range-images at base locations that span the view space. We present algorithms for determining locations for these base images, and the time steps required to adequately capture the effects of object motion. We also present algorithms for computing the global illumination in the base images that exploit spatial and temporal coherence by considering direct and indirect illumination separately. We discuss an initial implementation using the new framework. Results and analysis of our implementation demonstrate the effectiveness of the individual phases of the approach; we conclude with an application of the complete framework to a complex environment that includes object motion
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