157 research outputs found
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
High-fidelity rendering on shared computational resources
The generation of high-fidelity imagery is a computationally expensive process
and parallel computing has been traditionally employed to alleviate this cost.
However, traditional parallel rendering has been restricted to expensive shared
memory or dedicated distributed processors. In contrast, parallel computing on
shared resources such as a computational or a desktop grid, offers a low cost alternative. But, the prevalent rendering systems are currently incapable of seamlessly handling such shared resources as they suffer from high latencies, restricted
bandwidth and volatility. A conventional approach of rescheduling failed jobs in
a volatile environment inhibits performance by using redundant computations.
Instead, clever task subdivision along with image reconstruction techniques provides an unrestrictive fault-tolerance mechanism, which is highly suitable for
high-fidelity rendering. This thesis presents novel fault-tolerant parallel rendering algorithms for effectively tapping the enormous inexpensive computational
power provided by shared resources.
A first of its kind system for fully dynamic high-fidelity interactive rendering
on idle resources is presented which is key for providing an immediate feedback
to the changes made by a user. The system achieves interactivity by monitoring
and adapting computations according to run-time variations in the computational
power and employs a spatio-temporal image reconstruction technique for enhancing the visual fidelity. Furthermore, algorithms described for time-constrained offline rendering of still images and animation sequences, make it possible to deliver
the results in a user-defined limit. These novel methods enable the employment
of variable resources in deadline-driven environments
An asynchronous method for cloud-based rendering
Interactive high-fidelity rendering is still unachievable on many consumer devices. Cloud gaming services have shown promise in delivering interactive graphics beyond the individual capabilities of user devices. However, a number of shortcomings are manifest in these systems: high network bandwidths are required for higher resolutions and input lag due to network fluctuations heavily disrupts user experience. In this paper, we present a scalable solution for interactive high-fidelity graphics based on a distributed rendering pipeline where direct lighting is computed on the client device and indirect lighting in the cloud. The client device keeps a local cache for indirect lighting which is asynchronously updated using an object space representation; this allows us to achieve interactive rates that are unconstrained by network performance for a wide range of display resolutions that are also robust to input lag. Furthermore, in multi-user environments, the computation of indirect lighting is amortised over participating clients
Acceleration Techniques for Photo Realistic Computer Generated Integral Images
The research work presented in this thesis has approached the task of accelerating the
generation of photo-realistic integral images produced by integral ray tracing.
Ray tracing algorithm is a computationally exhaustive algorithm, which spawns one ray
or more through each pixel of the pixels forming the image, into the space containing
the scene. Ray tracing integral images consumes more processing time than normal
images. The unique characteristics of the 3D integral camera model has been analysed
and it has been shown that different coherency aspects than normal ray tracing can be
investigated in order to accelerate the generation of photo-realistic integral images.
The image-space coherence has been analysed describing the relation between rays and
projected shadows in the scene rendered. Shadow cache algorithm has been adapted in
order to minimise shadow intersection tests in integral ray tracing. Shadow intersection
tests make the majority of the intersection tests in ray tracing. Novel pixel-tracing
styles are developed uniquely for integral ray tracing to improve the image-space
coherence and the performance of the shadow cache algorithm. Acceleration of the
photo-realistic integral images generation using the image-space coherence information
between shadows and rays in integral ray tracing has been achieved with up to 41 % of
time saving. Also, it has been proven that applying the new styles of pixel-tracing does
not affect of the scalability of integral ray tracing running over parallel computers.
The novel integral reprojection algorithm has been developed uniquely through
geometrical analysis of the generation of integral image in order to use the tempo-spatial
coherence information within the integral frames. A new derivation of integral
projection matrix for projecting points through an axial model of a lenticular lens has
been established. Rapid generation of 3D photo-realistic integral frames has been
achieved with a speed four times faster than the normal generation
GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination
Real-time global illumination is key to enabling more dynamic and physically
realistic worlds in performance-critical applications such as games or any
other applications with real-time constraints.Hardware-accelerated ray tracing
in modern GPUs allows arbitrary intersection queries against the geometry,
making it possible to evaluate indirect lighting entirely at runtime. However,
only a small number of rays can be traced at each pixel to maintain high
framerates at ever-increasing image resolutions. Existing solutions, such as
probe-based techniques, approximate the irradiance signal at the cost of a few
rays per frame but suffer from a lack of details and slow response times to
changes in lighting. On the other hand, reservoir-based resampling techniques
capture much more details but typically suffer from poorer performance and
increased amounts of noise, making them impractical for the current generation
of hardware and gaming consoles. To find a balance that achieves high lighting
fidelity while maintaining a low runtime cost, we propose a solution that
dynamically estimates global illumination without needing any content
preprocessing, thus enabling easy integration into existing real-time rendering
pipelines
High-fidelity graphics using unconventional distributed rendering approaches
High-fidelity rendering requires a substantial amount of computational resources to accurately simulate lighting in virtual environments. While desktop computing, with the aid of modern graphics hardware, has shown promise in delivering realistic rendering at interactive rates, real-time rendering of moderately complex scenes is still unachievable on the majority of desktop machines and the vast plethora of mobile computing devices that have recently become commonplace. This work provides a wide range of computing devices with high-fidelity rendering capabilities via oft-unused distributed computing paradigms. It speeds up the rendering process on formerly capable devices and provides full functionality to incapable devices. Novel scheduling and rendering algorithms have been designed to best take advantage of the characteristics of these systems and demonstrate the efficacy of such distributed methods. The first is a novel system that provides multiple clients with parallel resources for rendering a single task, and adapts in real-time to the number of concurrent requests. The second is a distributed algorithm for the remote asynchronous computation of the indirect diffuse component, which is merged with locally-computed direct lighting for a full global illumination solution. The third is a method for precomputing indirect lighting information for dynamically-generated multi-user environments by using the aggregated resources of the clients themselves. The fourth is a novel peer-to-peer system for improving the rendering performance in multi-user environments through the sharing of computation results, propagated via a mechanism based on epidemiology. The results demonstrate that the boundaries of the distributed computing typically used for computer graphics can be significantly and successfully expanded by adapting alternative distributed methods
Real-Time Global Illumination for VR Applications
Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the Extreme VR system for realtime GPU-based rendering in a Cave Automatic Virtual Environment
Hash-based hierarchical caching and layered filtering for interactive previews in global illumination rendering
Copyright © 2020 by the authors. Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path-traced results, but with a greatly reduced computational complexity, allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.German Federal Ministry for Economic Affairs and Energy (BMWi), funding the MoVISO ZIM-project under Grant No.: ZF4120902
Ray Tracing Gems
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU
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