6,907 research outputs found

    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

    Efficient global illumination for dynamic scenes

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    The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy. Since temporal coherence is typically not exploited, temporal aliasing problems are also more difficult to address. Many small errors in lighting distribution cannot be perceived by human observers when they are coherent in temporal domain. However, when such a coherence is lost, the resulting animations suffer from unpleasant flickering effects. In this thesis, we propose global illumination and rendering algorithms, which are designed specifically to combat those problems. We achieve this goal by exploiting temporal coherence in the lighting distribution between the subsequent animation frames. Our strategy relies on extending into temporal domain wellknown global illumination and rendering techniques such as density estimation path tracing, photon mapping, ray tracing, and irradiance caching, which have been originally designed to handle static scenes only. Our techniques mainly focus on the computation of indirect illumination, which is the most expensive part of global illumination modelling.Die Erstellung von hochqualitativen 3D-Animationen mit anspruchsvollen Lichteffekten ist fĂŒr traditionelle Renderinganwendungen, bei denen jedes Bild separat berechnet wird, sehr aufwendig. Die Tatsache jedes Bild komplett neu zu berechnen fĂŒhrt zu unnötiger Redundanz. Wenn temporale Koherenz vernachlĂ€ssigt wird, treten unter anderem auch schwierig zu behandelnde temporale Aliasingprobleme auf. Viele kleine Fehler in der Beleuchtungsberechnung eines Bildes können normalerweise nicht wahr genommen werden. Wenn jedoch die temporale Koherenz zwischen aufeinanderfolgenden Bildern fehlt, treten störende Flimmereffekte auf. In dieser Arbeit stellen wir globale Beleuchtungsalgorithmen vor, die die oben genannten Probleme behandeln. Dies erreichen wir durch Ausnutzung von temporaler Koherenz zwischen aufeinanderfolgenden Einzelbildern einer Animation. Unsere Strategy baut auf die klassischen globalen Beleuchtungsalgorithmen wie "Path tracing", "Photon Mapping" und "Irradiance Caching" auf und erweitert diese in die temporale DomĂ€ne. Dabei beschrĂ€nken sich unsereMethoden hauptsĂ€chlich auf die Berechnung indirekter Beleuchtung, welche den zeitintensivsten Teil der globalen Beleuchtungsberechnung darstellt

    Efficient global illumination for dynamic scenes

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    The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy. Since temporal coherence is typically not exploited, temporal aliasing problems are also more difficult to address. Many small errors in lighting distribution cannot be perceived by human observers when they are coherent in temporal domain. However, when such a coherence is lost, the resulting animations suffer from unpleasant flickering effects. In this thesis, we propose global illumination and rendering algorithms, which are designed specifically to combat those problems. We achieve this goal by exploiting temporal coherence in the lighting distribution between the subsequent animation frames. Our strategy relies on extending into temporal domain wellknown global illumination and rendering techniques such as density estimation path tracing, photon mapping, ray tracing, and irradiance caching, which have been originally designed to handle static scenes only. Our techniques mainly focus on the computation of indirect illumination, which is the most expensive part of global illumination modelling.Die Erstellung von hochqualitativen 3D-Animationen mit anspruchsvollen Lichteffekten ist fĂŒr traditionelle Renderinganwendungen, bei denen jedes Bild separat berechnet wird, sehr aufwendig. Die Tatsache jedes Bild komplett neu zu berechnen fĂŒhrt zu unnötiger Redundanz. Wenn temporale Koherenz vernachlĂ€ssigt wird, treten unter anderem auch schwierig zu behandelnde temporale Aliasingprobleme auf. Viele kleine Fehler in der Beleuchtungsberechnung eines Bildes können normalerweise nicht wahr genommen werden. Wenn jedoch die temporale Koherenz zwischen aufeinanderfolgenden Bildern fehlt, treten störende Flimmereffekte auf. In dieser Arbeit stellen wir globale Beleuchtungsalgorithmen vor, die die oben genannten Probleme behandeln. Dies erreichen wir durch Ausnutzung von temporaler Koherenz zwischen aufeinanderfolgenden Einzelbildern einer Animation. Unsere Strategy baut auf die klassischen globalen Beleuchtungsalgorithmen wie "Path tracing", "Photon Mapping" und "Irradiance Caching" auf und erweitert diese in die temporale DomĂ€ne. Dabei beschrĂ€nken sich unsereMethoden hauptsĂ€chlich auf die Berechnung indirekter Beleuchtung, welche den zeitintensivsten Teil der globalen Beleuchtungsberechnung darstellt

    Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering

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    Modern virtual reality simulations require a constant high-frame rate from the rendering engine. They may also require very low latency and stereo images. Previous rendering engines for virtual reality applications have exploited spatial and temporal coherence by using image-warping to re-use previous frames or to render a stereo pair at lower cost than running the full render pipeline twice. However these previous approaches have shown artifacts or have not scaled well with image size. We present a new image-warping algorithm that has several novel contributions: an adaptive grid generation algorithm for proxy geometry for image warping; a low-pass hole-filling algorithm to address un-occlusion; and support for transparent surfaces by efficiently ray casting transparent fragments stored in per-pixel linked lists of an A-Buffer. We evaluate our algorithm with a variety of challenging test cases. The results show that it achieves better quality image-warping than state-of-the-art techniques and that it can support transparent surfaces effectively. Finally, we show that our algorithm can achieve image warping at rates suitable for practical use in a variety of applications on modern virtual reality equipment

    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings Ă€ußerst 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
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