13 research outputs found

    An efficient GPU-based approach for interactive global illumination

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    Instant global illumination on the GPU using OptiX

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    OptiX, a programmable ray tracing engine, has been recently made available by NVidia, relieving rendering researchers from the idiosyncrasies of efficient ray tracing programming and allowing them to concentrate on higher level algorithms, such as interactive global illumination. This paper evaluates the performance of the Instant Global Illumination algorithm on OptiX as well as the impact of three di fferent optimization techniques: imperfect visibility, downsampling and interleaved sampling. Results show that interactive frame rates are indeed achievable, although the combination of all optimization techniques leads to the appearance of artifacts that compromise image quality. Suggestions are presented on possible ways to overcome these limitations

    Стан та перспективи подальших досліджень сфери обчислення глобального освітлення у реальному часі

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    Currently, computer graphics is a very important part of computer science. Graphics-related developments have been used in many different situations, for example, in animated and cinema movie productions, in computer graphics applications, modeling, and simulation systems, for different visualizations in medicine, mathematics, physics, etc. One of the main problems of computer graphics is the task of transforming the information of some imaginary scene and its observer into a photorealistic image of this scene for them. Solving this problem is very important, but right now obtaining a good quality result is possible only in a non-interactive scenario (for example, in animated films), while in real-time (for example, in computer modeling or simulations, in computer games) it is usually necessary to use some approximate algorithms. Although these algorithms are often able to provide a natural-looking result, they still have plenty of very noticeable inaccuracies. However, this topic is gaining more and more development recently due to the improvement of graphics processors. In addition to a significant increase in computation speed and the number of cores, the appearance of ray tracing hardware acceleration plays a large role. Global illumination computation is an inseparable part of photorealistic image generation. This paper is focused on solving this problem in real-time, which means developing a system capable of generating such images at a speed sufficient for the resulting sequence to be perceived by a person as a smooth animation. We give the theoretical information required for understanding this problem and describe existing methods and algorithms for solving it with their advantages and disadvantages. Also based on an overview of the topic's current state, we analyze further research prospects and directions for improving existing and developing new methods of real-time global illumination calculation, while considering compute power and technologies of the latest graphics hardware. Pages of the article in the issue: 72 - 79 Language of the article: UkrainianУ статті розглядається така проблема сучасної комп’ютерної графіки як обчислення глобального освітлення в реальному часі. Глобальне освітлення є невід’ємною частиною фотореалістичного рендерінгу, але його підрахунок потребує доволі об’ємних обчислень. Через це на даний момент якісне глобальне освітлення існує лише у неінтерактивних рендерах (наприклад, у мультиплікаційних фільмах), а у реальному часі (наприклад, комп’ютерному моделюванні або симуляціях, комп’ютерних іграх) зазвичай використовуються певні наближення, які хоч і надають зображенню певну природність, але все одно мають вкрай помітні неточності. Але останнім часом дана тема набуває все більшого розвитку за рахунок удосконалення відеопроцессорів. Крім значного підвищення їх швидкодії та збільшення кількості ядер досить велику роль грає поява апаратного прискорення трасування променів. В даній роботі проводиться теоретичне дослідження проблеми глобального освітлення, наводяться існуючи підходи та розробки для вирішення даної проблеми та аналізуються перспективи подальших досліджень та розробки нових методів обчислення глобального освітлення в реальному часі з урахуванням новітніх апаратних можливостей обчислювальної техніки

    Doctor of Philosophy

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    dissertationReal-time global illumination is the next frontier in real-time rendering. In an attempt to generate realistic images, games have followed the film industry into physically based shading and will soon begin integrating global illumination techniques. Traditional methods require too much memory and too much time to compute for real-time use. With Modular and Delta Radiance Transfer we precompute a scene-independent, low-frequency basis that allows us to calculate complex indirect lighting calculations in a much lower dimensional subspace with a reduced memory footprint and real-time execution. The results are then applied as a light map on many different scenes. To improve the low frequency results, we also introduce a novel screen space ambient occlusion technique that allows us to generate a smoother result with fewer samples. These three techniques, low and high frequency used together, provide a viable indirect lighting solution that can be run in milliseconds on today's hardware, providing a useful new technique for indirect lighting in real-time graphics

    Interactive global illumination on the CPU

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    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

    Perceptually-motivated, interactive rendering and editing of global illumination

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    This thesis proposes several new perceptually-motivated techniques to synthesize, edit and enhance depiction of three-dimensional virtual scenes. Finding algorithms that fit the perceptually economic middle ground between artistic depiction and full physical simulation is the challenge taken in this work. First, we will present three interactive global illumination rendering approaches that are inspired by perception to efficiently depict important light transport. Those methods have in common to compute global illumination in large and fully dynamic scenes allowing for light, geometry, and material changes at interactive or real-time rates. Further, this thesis proposes a tool to edit reflections, that allows to bend physical laws to match artistic goals by exploiting perception. Finally, this work contributes a post-processing operator that depicts high contrast scenes in the same way as artists do, by simulating it "seen'; through a dynamic virtual human eye in real-time.Diese Arbeit stellt eine Anzahl von Algorithmen zur Synthese, Bearbeitung und verbesserten Darstellung von virtuellen drei-dimensionalen Szenen vor. Die Herausforderung liegt dabei in der Suche nach Ausgewogenheit zwischen korrekter physikalischer Berechnung und der künstlerischen, durch die Gesetze der menschlichen Wahrnehmung motivierten Praxis. Zunächst werden drei Verfahren zur Bild-Synthese mit globaler Beleuchtung vorgestellt, deren Gemeinsamkeit in der effizienten Handhabung großer und dynamischer virtueller Szenen liegt, in denen sich Geometrie, Materialen und Licht frei verändern lassen. Darauffolgend wird ein Werkzeug zum Editieren von Reflektionen in virtuellen Szenen das die menschliche Wahrnehmung ausnutzt um künstlerische Vorgaben umzusetzen, vorgestellt. Die Arbeit schließt mit einem Filter am Ende der Verarbeitungskette, der den wahrgenommen Kontrast in einem Bild erhöht, indem er die Entstehung von Glanzeffekten im menschlichen Auge nachbildet

    Ray Tracing Gems

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    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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