174 research outputs found
Photon Splatting Using a View-Sample Cluster Hierarchy
Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the number of photons is often low compared to the number of view samples. Most photon splatting approaches struggle with large photon radii or high resolutions due to overdraw and insufficient culling. In this paper, we show how dynamic real-time diffuse interreflection can be achieved by using a full 3D acceleration structure built over the view samples and then splatting photons onto the view samples by traversing this data structure. Full dynamic lighting and scenes are possible by tracing and splatting photons, and rebuilding the acceleration structure every frame. We show that the number of view-sample/photon tests can be significantly reduced and suggest further culling techniques based on the normal cone of each node in the hierarchy. Finally, we present an approximate variant of our algorithm where photon traversal is stopped at a fixed level of our hierarchy, and the incoming radiance is accumulated per node and direction, rather than per view sample. This improves performance significantly with little visible degradation of quality
Adaptive Spectral Mapping for Real-Time Dispersive Refraction
Spectral rendering, or the synthesis of images by taking into account the wavelengths of light, allows effects otherwise impossible with other methods. One of these effects is dispersion, the phenomenon that creates a rainbow when white light shines through a prism. Spectral rendering has previously remained in the realm of off-line rendering (with a few exceptions) due to the extensive computation required to keep track of individual light wavelengths. Caustics, the focusing and de-focusing of light through a refractive medium, can be interpreted as a special case of dispersion where all the wavelengths travel together. This thesis extends Adaptive Caustic Mapping, a previously proposed caustics mapping algorithm, to handle spectral dispersion. Because ACM can display caustics in real-time, it is quite amenable to be extended to handle the more general case of dispersion. A method is presented that runs in screen-space and is fast enough to display plausible dispersion phenomena in real-time at interactive frame rates
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Surfels: Surface Elements as Rendering Primitives
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., triangles or quadrilateral meshes, surfels are point primitives without explicit connectivity. Surfel attributes comprise depth, texture color, normal, and others. As a pre-process, an octree-based surfel representation of a geometric object is computed. During sampling, surfel positions and normals are optionally perturbed, and different levels of texture colors are prefiltered and stored per surfel. During rendering, a hierarchical forward warping algorithm projects surfels to a z-buffer. A novel method called visibility splatting determines visible surfels and holes in the z-buffer. Visible surfels are shaded using texture filtering, Phong illumination, and environment mapping using per-surfel normals. Several methods of image reconstruction, including supersampling, offer flexible speed-quality tradeoffs. Due to the simplicity of the operations, the surfel rendering pipeline is amenable for hardware implementation. Surfel objects offer complex shape, low rendering cost and high image quality, which makes them specifically suited for low-cost, real-time graphics, such as games.Engineering and Applied Science
Feed-forward volume rendering algorithm for moderately parallel MIMD machines
Algorithms for direct volume rendering on parallel and vector processors are investigated. Volumes are transformed efficiently on parallel processors by dividing the data into slices and beams of voxels. Equal sized sets of slices along one axis are distributed to processors. Parallelism is achieved at two levels. Because each slice can be transformed independently of others, processors transform their assigned slices with no communication, thus providing maximum possible parallelism at the first level. Within each slice, consecutive beams are incrementally transformed using coherency in the transformation computation. Also, coherency across slices can be exploited to further enhance performance. This coherency yields the second level of parallelism through the use of the vector processing or pipelining. Other ongoing efforts include investigations into image reconstruction techniques, load balancing strategies, and improving performance
Deep-learning the Latent Space of Light Transport
We suggest a method to directly deep‐learn light transport, i. e., the mapping from a 3D geometry‐illumination‐material configuration to a shaded 2D image. While many previous learning methods have employed 2D convolutional neural networks applied to images, we show for the first time that light transport can be learned directly in 3D. The benefit of 3D over 2D is, that the former can also correctly capture illumination effects related to occluded and/or semi‐transparent geometry. To learn 3D light transport, we represent the 3D scene as an unstructured 3D point cloud, which is later, during rendering, projected to the 2D output image. Thus, we suggest a two‐stage operator comprising a 3D network that first transforms the point cloud into a latent representation, which is later on projected to the 2D output image using a dedicated 3D‐2D network in a second step. We will show that our approach results in improved quality in terms of temporal coherence while retaining most of the computational efficiency of common 2D methods. As a consequence, the proposed two stage‐operator serves as a valuable extension to modern deferred shading approaches
Towards Fully Dynamic Surface Illumination in Real-Time Rendering using Acceleration Data Structures
The improvements in GPU hardware, including hardware-accelerated ray tracing, and the push for fully dynamic realistic-looking video games, has been driving more research in the use of ray tracing in real-time applications. The work described in this thesis covers multiple aspects such as optimisations, adapting existing offline methods to real-time constraints, and adding effects which were hard to simulate without the new hardware, all working towards a fully dynamic surface illumination rendering in real-time.Our first main area of research concerns photon-based techniques, commonly used to render caustics. As many photons can be required for a good coverage of the scene, an efficient approach for detecting which ones contribute to a pixel is essential. We improve that process by adapting and extending an existing acceleration data structure; if performance is paramount, we present an approximation which trades off some quality for a 2–3× improvement in rendering time. The tracing of all the photons, and especially when long paths are needed, had become the highest cost. As most paths do not change from frame to frame, we introduce a validation procedure allowing the reuse of as many as possible, even in the presence of dynamic lights and objects. Previous algorithms for associating pixels and photons do not robustly handle specular materials, so we designed an approach leveraging ray tracing hardware to allow for caustics to be visible in mirrors or behind transparent objects.Our second research focus switches from a light-based perspective to a camera-based one, to improve the picking of light sources when shading: photon-based techniques are wonderful for caustics, but not as efficient for direct lighting estimations. When a scene has thousands of lights, only a handful can be evaluated at any given pixel due to time constraints. Current selection methods in video games are fast but at the cost of introducing bias. By adapting an acceleration data structure from offline rendering that stochastically chooses a light source based on its importance, we provide unbiased direct lighting evaluation at about 30 fps. To support dynamic scenes, we organise it in a two-level system making it possible to only update the parts containing moving lights, and in a more efficient way.We worked on top of the new ray tracing hardware to handle lighting situations that previously proved too challenging, and presented optimisations relevant for future algorithms in that space. These contributions will help in reducing some artistic constraints while designing new virtual scenes for real-time applications
Real-time voxel rendering algorithm based on screen space billboard voxel buffer with sparse lookup textures
In this paper, we present a novel approach to efficient real-time rendering of numerous high-resolution voxelized
objects. We present a voxel rendering algorithm based on triangle rasterization pipeline with screen space rendering
computational complexity. In order to limit the number of vertex shader invocations, voxel filtering algorithm
with fixed size voxel data buffer was developed. Voxelized objects are represented by sparse voxel octree (SVO)
structure. Using sparse texture available in modern graphics APIs, we create a 3D lookup table for voxel ids.
Voxel filtering algorithm is based on 3D sparse texture ray marching approach. Screen Space Billboard Voxel
Buffer is filled by voxels from visible voxels point cloud. Thanks to using 3D sparse textures, we are able to store
high-resolution objects in VRAM memory. Moreover, sparse texture mipmaps can be used to control object level
of detail (LOD). The geometry of a voxelized object is represented by a collection of points extracted from object
SVO. Each point is defined by position, normal vector and texture coordinates. We also show how to take advantage
of programmable geometry shaders in order to store voxel objects with extremely low memory requirements and to
perform real-time visualization. Moreover, geometry shaders are used to generate billboard quads from the point
cloud and to perform fast face culling. As a result, we obtained comparable or even better performance results
in comparison to SVO ray tracing approach. The number of rendered voxels is limited to defined Screen Space
Billboard Voxel Buffer resolution. Last but not least, thanks to graphics card adapter support, developed algorithm
can be easily integrated with any graphics engine using triangle rasterization pipeline
3D Gaussian Splatting for Real-Time Radiance Field Rendering
Radiance Field methods have recently revolutionized novel-view synthesis of
scenes captured with multiple photos or videos. However, achieving high visual
quality still requires neural networks that are costly to train and render,
while recent faster methods inevitably trade off speed for quality. For
unbounded and complete scenes (rather than isolated objects) and 1080p
resolution rendering, no current method can achieve real-time display rates. We
introduce three key elements that allow us to achieve state-of-the-art visual
quality while maintaining competitive training times and importantly allow
high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution.
First, starting from sparse points produced during camera calibration, we
represent the scene with 3D Gaussians that preserve desirable properties of
continuous volumetric radiance fields for scene optimization while avoiding
unnecessary computation in empty space; Second, we perform interleaved
optimization/density control of the 3D Gaussians, notably optimizing
anisotropic covariance to achieve an accurate representation of the scene;
Third, we develop a fast visibility-aware rendering algorithm that supports
anisotropic splatting and both accelerates training and allows realtime
rendering. We demonstrate state-of-the-art visual quality and real-time
rendering on several established datasets.Comment: https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting
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