201 research outputs found

    Stream programming framework for global ilumination techniques using a GPU

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    Los procesadores de streams están comenzando a ser una alternativa accesible para implementar técnicas de rendering asistidas por hardware que habitualmente estaban relegadas al uso offline. Nosotros elaboramos un marco de trabajo para procesamiento de streams basado en los conceptos del modelo de Stream Programming, seleccionamos el algoritmo de Photon Mapping y una GPU (Graphics Processing Unit) Nvidia para una implementación de un caso de prueba. Definimos un conjunto de clases en C++ para encapsular los componentes (kernels y streams) de este nuevo paradigma, usando OpenGL y el lenguaje Cg. Nuestra aplicación combina el método de Photon Mapping y una estructura de aceleración BVH (Bounding Volumes Hierarchy) en un pipeline de renderizado basado casi completamente en la GPU. Finalmente, evaluamos su desempeño usando un modelo de caja de Cornell.Stream processors are becoming an affordable alternative to implement hardware assisted rendering techniques which were usually relegated to offline usage. We built a stream processing framework based on the Stream Programming Model concepts, selected the Photon Mapping algorithm and an NVIDIA GPU (Graphics Processing Unit) as a test case implementation of a Global Illumination technique. We defined a set of C++ classes to encapsulate the components (kernels and streams) of this new paradigm, using OpenGL and Cg language. Our application combines the Photon Splatting method and the BVH (Bounding Volumes Hierarchy) acceleration structure into a rendering pipeline relying almost entirely on the GPU. Finally, we evaluated its performance using a Cornell Box model.V Workshop de Computación Gráfica, Imágenes Y VisualizaciónRed de Universidades con Carreras en Informática (RedUNCI

    Importance driven environment map sampling

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    In this paper we present an automatic and efficient method for supporting Image Based Lighting (IBL) for bidirectional methods which improves both the sampling of the environment, and the detection and sampling of important regions of the scene, such as windows and doors. These often have a small area proportional to that of the entire scene, so paths which pass through them are generated with a low probability. The method proposed in this paper improves this by taking into account view importance, and modifies the lighting distribution to use light transport information. This also automatically constructs a sampling distribution in locations which are relevant to the camera position, thereby improving sampling. Results are presented when our method is applied to bidirectional rendering techniques, in particular we show results for Bidirectional Path Tracing, Metropolis Light Transport and Progressive Photon Mapping. Efficiency results demonstrate speed up of orders of magnitude (depending on the rendering method used), when compared to other methods

    Photon Splatting Using a View-Sample Cluster Hierarchy

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    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

    Towards Fully Dynamic Surface Illumination in Real-Time Rendering using Acceleration Data Structures

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    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

    CACHED MULTI-BOUNCE SOLUTION AND RECONSTRUCTION FOR VOXEL-BASED GLOBAL ILLUMINATION

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    International audienceWe address the main shortcomings of the voxel-based multi-bounce global illumination method of Chatelier and Malgouyres (2006), by introducing an iterated cached method which allows increasing sampling coarse-ness at each bounce for improved efficiency, and by introducing a ray-tracing based reconstruction process for a better final image quality. The result is a competitive accurate multi-bounce global illumination method with octree voxel-based irradiance caching

    Stream programming framework for global ilumination techniques using a GPU

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    Los procesadores de streams están comenzando a ser una alternativa accesible para implementar técnicas de rendering asistidas por hardware que habitualmente estaban relegadas al uso offline. Nosotros elaboramos un marco de trabajo para procesamiento de streams basado en los conceptos del modelo de Stream Programming, seleccionamos el algoritmo de Photon Mapping y una GPU (Graphics Processing Unit) Nvidia para una implementación de un caso de prueba. Definimos un conjunto de clases en C++ para encapsular los componentes (kernels y streams) de este nuevo paradigma, usando OpenGL y el lenguaje Cg. Nuestra aplicación combina el método de Photon Mapping y una estructura de aceleración BVH (Bounding Volumes Hierarchy) en un pipeline de renderizado basado casi completamente en la GPU. Finalmente, evaluamos su desempeño usando un modelo de caja de Cornell.Stream processors are becoming an affordable alternative to implement hardware assisted rendering techniques which were usually relegated to offline usage. We built a stream processing framework based on the Stream Programming Model concepts, selected the Photon Mapping algorithm and an NVIDIA GPU (Graphics Processing Unit) as a test case implementation of a Global Illumination technique. We defined a set of C++ classes to encapsulate the components (kernels and streams) of this new paradigm, using OpenGL and Cg language. Our application combines the Photon Splatting method and the BVH (Bounding Volumes Hierarchy) acceleration structure into a rendering pipeline relying almost entirely on the GPU. Finally, we evaluated its performance using a Cornell Box model.V Workshop de Computación Gráfica, Imágenes Y VisualizaciónRed de Universidades con Carreras en Informática (RedUNCI

    Fotonien kartoitus reaaliajassa: Epäsuoran valaistuksen soveltamista dynaamisille ympäristöille reaaliajassa

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    The focus of this thesis is to provide better methods to simulate the behaviour of light in synthesis of photo-realistic images for real-time applications. Improvements introduced in this work are related to indirect component of the illumination, also known as global illumination, in which the contributed light has already been reflected from surface at least once. While there are a number of effective global illumination techniques based on precomputation that work well with static scenes, including global illumination for scenes with dynamic lighting and dynamic geometry remains a challenging problem. In this thesis, we describe a real-time global illumination algorithm based on photon mapping that evaluates several bounces of indirect lighting without any precomputed data in scenes with both dynamic lighting and fully dynamic geometry. To make photon mapping possible within the performance limitations of the real-time rendering, we utilize and expand on several optimization methods, such as reflective shadow maps, stratified sampling and Russian Roulette. Furthermore, we introduce an improved distribution kernel for the screen space irradiance estimation of the photon mapping. Finally, we present a new filtering solution for photon mapping.Opinnäytetyön painopisteenä on tarjota parempia menetelmiä valon käyttäytymisen simuloimiseksi reaaliaikaisten sovelluksien realistisessa kuvasynteesissä. Tässä työssä esitetyt parannukset liittyvät valaistuksen epäsuoraan komponenttiin, (tunnetaan myös globaalina valaistuksena), jossa valo on kulkenut ainakin yhden pintaheijastuksen kautta. On olemassa tehokkaita globaaleja valaistustekniikoita, jotka perustuvat ennakkotietoon. Nämä tekniikat toimivat hyvin staattisten ympäristöjen kanssa, mutta dynaamisen valaistusta ja geometriaa ympäristöt ovat edelleen haastava ongelma. Tässä opinnäytetyössä kuvataan reaaliaikainen globaali valaistusalgoritmi, joka perustuu fotonikartoitukseen ja jossa arvioidaan useita epäsuoran valaistuksen askelmia ilman ennalta laskettua. Jotta fotonikartoitus olisi mahdollista reaaliaikaisen renderoinnin suorituskyvyn määrittämissä rajoitteissa, käytämme useita optimointimenetelmiä, kuten heijastavia varjo-karttoja, kerrostettuja näytteitä ja venäläistä rulettia. Lisäksi esitämme parannetun distribuutiokernelin fotonikartoituksen säteilytysvoimakkuuden estimoinnille. Lopuksi esitämme uuden suodatusratkaisun fotonikartoitukseen

    Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps

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    A layered depth map is an extension of the well-known depth map used in rasterization. Multiple layered depth maps can be used as a coarse scene representation. We develop two global illumination methods which use said scene representation. The first is an interactive ambient occlusion method. The second is an interactive single-bounce indirect lighting method based on photon differentials. All of this is implemented in a rasterization-based pipeline
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