14 research outputs found

    Stochastic glossy global illumination on the GPU

    Full text link

    ReLiShaft: realistic real-time light shaft generation taking sky illumination into account

    Get PDF
    © 2018 The Author(s) Rendering atmospheric phenomena is known to have its basis in the fields of atmospheric optics and meteorology and is increasingly used in games and movies. Although many researchers have focused on generating and enhancing realistic light shafts, there is still room for improvement in terms of both qualification and quantification. In this paper, a new technique, called ReLiShaft, is presented to generate realistic light shafts for outdoor rendering. In the first step, a realistic light shaft with respect to the sun position and sky colour in any specific location, date and time is constructed in real-time. Then, Hemicube visibility-test radiosity is employed to reveal the effect of a generated sky colour on environments. Two different methods are considered for indoor and outdoor rendering, ray marching based on epipolar sampling for indoor environments, and filtering on regular epipolar of z-partitioning for outdoor environments. Shadow maps and shadow volumes are integrated to consider the computational costs. Through this technique, the light shaft colour is adjusted according to the sky colour in any specific location, date and time. The results show different light shaft colours in different times of day in real-time

    Efficient Object-Based Hierarchical Radiosity Methods

    Get PDF
    The efficient generation of photorealistic images is one of the main subjects in the field of computer graphics. In contrast to simple image generation which is directly supported by standard 3D graphics hardware, photorealistic image synthesis strongly adheres to the physics describing the flow of light in a given environment. By simulating the energy flow in a 3D scene global effects like shadows and inter-reflections can be rendered accurately. The hierarchical radiosity method is one way of computing the global illumination in a scene. Due to its limitation to purely diffuse surfaces solutions computed by this method are view independent and can be examined in real-time walkthroughs. Additionally, the physically based algorithm makes it well suited for lighting design and architectural visualization. The focus of this thesis is the application of object-oriented methods to the radiosity problem. By consequently keeping and using object information throughout all stages of the algorithms several contributions to the field of radiosity rendering could be made. By introducing a new meshing scheme, it is shown how curved objects can be treated efficiently by hierarchical radiosity algorithms. Using the same paradigm the radiosity computation can be distributed in a network of computers. A parallel implementation is presented that minimizes communication costs while obtaining an efficient speedup. Radiosity solutions for very large scenes became possible by the use of clustering algorithms. Groups of objects are combined to clusters to simulate the energy exchange on a higher abstraction level. It is shown how the clustering technique can be improved without loss in image quality by applying the same data-structure for both, the visibility computations and the efficient radiosity simulation.Eines der Schwerpunktthemen in der Computergraphik ist die effiziente Erzeugung von fotorealistischen Bildern. Im Gegensatz zur einfachen Bilderzeugung, die bereits durch gaengige 3D-Grafikhardware unterstuetzt wird, gehorcht die fotorealistische Bildsynthese physikalischen Gesetzen, die die Lichtausbreitung innerhalb einer bestimmten Umgebung beschreiben. Durch die Simulation der Energieausbreitung in einer dreidimensionalen Szene koennen globale Effekte wie Schatten und mehrfache Reflektionen wirklichkeitstreu dargestellt werden. Die hierarchische Radiositymethode (Hierarchical Radiosity) ist eine Moeglichkeit, um die globale Beleuchtung innerhalb einer Szene zu berechnen. Da diese Methode auf die Verwendung von rein diffus reflektierenden Oberflaechen beschraenkt ist, sind damit errechnete Loesungen blickwinkelunabhaengig und lassen sich in Echtzeit am Bildschirm durchwandern. Zudem ist dieser Algorithmus aufgrund der verwendeten physikalischen Grundlagen sehr gut zur Beleuchtungssimulation und Architekturvisualisierung geeignet. Den Schwerpunkt dieser Doktorarbeit stellt die Anwendung objektbasierter Methoden auf das Radiosityproblem dar. Durch konsequente Ausnutzung von Objektinformationen waehrend aller Berechnungsschritte konnten verschiedene Verbesserungen im Rahmen der hierarchischen Radiositymethode erzielt werden. Gekruemmte Objekte koennen aufgrund eines neuen Flaechenunterteilungsverfahrens nun effizient durch den hierarchischen Radiosityalgorithmus dargestellt werden. Dieses Verfahren ermoeglicht ebenso eine effiziente Parallelisierung des hierarchischen Radiosityalgorithmus. Es wird ein parallele Implementierung vorgestellt, die unter Minimierung der Kommunikationskosten eine effiziente Geschwindigkeitssteigerung erzielt. Radiosityberechnungen fuer sehr grosse Szenen sind nur durch Verwendung sogenannter Clustering-Algorithmen moeglich. Dabei werden Gruppen von Objekten zu Clustern kombiniert um den Energieaustausch zwischen Oberflaechen stellvertretend auf einem hoeheren Abstraktionsniveau durchzufuehren. Durch Verwendung derselben Datenstruktur fuer Sichtbarkeitsberechnungen und fuer die Steuerung der Radiositysimulation wird gezeigt, wie das Clusteringverfahren ohne Qualitaetsverluste verbessert werden kann

    Interactive high fidelity visualization of complex materials on the GPU

    Get PDF
    Documento submetido para revisão pelos pares. A publicar em Computers & Graphics. ISSN 0097-8493. 37:7 (nov. 2013) p. 809–819High fidelity interactive rendering is of major importance for footwear designers, since it allows experimenting with virtual prototypes of new products, rather than producing expensive physical mock-ups. This requires capturing the appearance of complex materials by resorting to image based approaches, such as the Bidirectional Texture Function (BTF), to allow subsequent interactive visualization, while still maintaining the capability to edit the materials' appearance. However, interactive global illumination rendering of compressed editable BTFs with ordinary computing resources remains to be demonstrated. In this paper we demonstrate interactive global illumination by using a GPU ray tracing engine and the Sparse Parametric Mixture Model representation of BTFs, which is particularly well suited for BTF editing. We propose a rendering pipeline and data layout which allow for interactive frame rates and provide a scalability analysis with respect to the scene's complexity. We also include soft shadows from area light sources and approximate global illumination with ambient occlusion by resorting to progressive refinement, which quickly converges to an high quality image while maintaining interactive frame rates by limiting the number of rays shot per frame. Acceptable performance is also demonstrated under dynamic settings, including camera movements, changing lighting conditions and dynamic geometry.Work partially funded by QREN project nbr. 13114 TOPICShoe and by National Funds through the FCT - Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within projectPEst-OE/EEI/UI0752/2011

    Parallelization of hierarchical radiosity algorithms on distributed memory computers

    Get PDF
    Ankara : Department of Computer Engineering and Information Science and the Institute of Engineering and Science of Bilkent Univ., 1998.Thesis (Master's) -- Bilkent University, 1998.Includes bibliographical references leaves 93-97.Şireli, Ahmet ReşatM.S

    Path manipulation strategies for rendering dynamic environments.

    Get PDF
    The current work introduces path manipulation as a tool that extends bidirectional path tracing to reuse paths in the temporal domain. Defined as an apparatus of sampling and reuse strategies, path manipulation reconstructs the subpaths that compose the light transport paths and addresses the restriction of static geometry commonly associated with Monte Carlo light transport simulations. By reconstructing and reusing subpaths, the path manipulation algorithm obviates the regeneration of the entire path collection, reduces the computational load of the original algorithm and supports scene dynamism. Bidirectional path tracing relies on local path sampling techniques to generate the paths of light in a synthetic environment. By using the information localized at path vertices, like the probability distribution, the sampling techniques construct paths progressively with distinct probability densities. Each probability density corresponds to a particular sampling technique, which accounts for specific illumination effects. Bidirectional path tracing uses multiple importance sampling to combine paths sampled with different techniques in low-variance estimators. The path sampling techniques and multiple importance sampling are the keys to the efficacy of bidirectional path tracing. However, the sampling techniques gained little attention beyond the generation and evaluation of paths. Bidirectional path tracing was designed for static scenes and thus it discards the generated paths immediately after the evaluation of their contributions. Limiting the lifespan of paths to a generation-evaluation cycle imposes a static use of paths and of sampling techniques. The path manipulation algorithm harnesses the potential of the sampling techniques to supplant the static manipulation of paths with a generation-evaluation-reuse cycle. An intra-subpath connectivity strategy was devised to reconnect the segregated chains of the subpaths invalidated by the scene alterations. Successful intra-subpath connections generate subpaths in multiple pieces by reusing subpath chains from prior frames. Subpaths are reconstructed generically, regardless of the subpath or scene dynamism type and without the need for predefined animation paths. The result is the extension of bidirectional path tracing to the temporal domain

    Interactive dynamic objects in a virtual light field

    Get PDF
    National audienceThis report builds upon existing work on Virtual Light Fields (VLF). A previous VLF implementation allows interactive walkthrough of a static globally illuminated scene on a modern desktop computer. This report outlines enhancements to this implementation which allow movable geometry to be added to existing VLF solutions. Two diffuse shading modes are implemented for the dynamic geometry. A fast simple mode which approximates the emitters in the VLF using OpenGL light sources and a slower advanced mode which approximates the diffuse inter-reflection and soft shadows received on the dynamic geometry using information from the VLF. In both modes the dynamic geometry casts hard shadows onto existing diffuse geometry in the scene. Both modes can achieve interactive rates on a high specification modern desktop computer, although advanced mode is limited to simple dynamic objects due to the expensive diffuse gathering step. Potential optimisations are discussed

    Spatial integration in computer-augmented realities

    Get PDF
    In contrast to virtual reality, which immerses the user in a wholly computergenerated perceptual environment, augmented reality systems superimpose virtual entities on the user's view of the real world. This concept promises to fulfil new applications in a wide range of fields, but there are some challenging issues to be resolved. One issue relates to achieving accurate registration of virtual and real worlds. Accurate spatial registration is not only required with respect to lateral positioning, but also in depth. A limiting problem with existing optical-see-through displays, typically used for augmenting reality, is that they are incapable of displaying a full range of depth cues. Most significantly, they are unable to occlude real background and hence cannot produce interposition depth cueing. Neither are they able to modify the real-world view in the ways required to produce convincing common illumination effects such as virtual shadows across real surfaces. Also, at present, there are no wholly satisfactory ways of determining suitable common illumination models with which to determine the real-virtual light interactions necessary for producing such depth cues. This thesis establishes that interpositioning is essential for appropriate estimation of depth in augmented realities, and that the presence of shadows provides an important refining cue. It also extends the concept of a transparency alpha-channel to allow optical-see-through systems to display appropriate depth cues. The generalised theory of the approach is described mathematically and algorithms developed to automate generation of display-surface images. Three practical physical display strategies are presented; using a transmissive mask, selective lighting using digital projection, and selective reflection using digital micromirror devices. With respect to obtaining a common illumination model, all current approaches require either . prior knowledge of the light sources illuminating the real scene, or involve inserting some kind of probe into the scene with which to determine real light source position, shape, and intensity. This thesis presents an alternative approach that infers a plausible illumination from a limited view of the scene.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Visually pleasing real-time global illumination rendering for fully-dynamic scenes

    Get PDF
    Global illumination (GI) rendering plays a crucial role in the photo-realistic rendering of virtual scenes. With the rapid development of graphics hardware, GI has become increasingly attractive even for real-time applications nowadays. However, the computation of physically-correct global illumination is time-consuming and cannot achieve real-time, or even interactive performance. Although the realtime GI is possible using a solution based on precomputation, such a solution cannot deal with fully-dynamic scenes. This dissertation focuses on solving these problems by introducing visually pleasing real-time global illumination rendering for fully-dynamic scenes. To this end, we develop a set of novel algorithms and techniques for rendering global illumination effects using the graphics hardware. All these algorithms not only result in real-time or interactive performance, but also generate comparable quality to the previous works in off-line rendering. First, we present a novel implicit visibility technique to circumvent expensive visibility queries in hierarchical radiosity by evaluating the visibility implicitly. Thereafter, we focus on rendering visually plausible soft shadows, which is the most important GI effect caused by the visibility determination. Based on the pre-filtering shadowmapping theory, wesuccessively propose two real-time soft shadow mapping methods: "convolution soft shadow mapping" (CSSM) and "variance soft shadow mapping" (VSSM). Furthermore, we successfully apply our CSSM method in computing the shadow effects for indirect lighting. Finally, to explore the GI rendering in participating media, we investigate a novel technique to interactively render volume caustics in the single-scattering participating media.Das Rendern globaler Beleuchtung ist für die fotorealistische Darstellung virtueller Szenen von entscheidender Bedeutung. Dank der rapiden Entwicklung der Grafik-Hardware wird die globale Beleuchtung heutzutage sogar für Echtzeitanwendungen immer attraktiver. Trotz allem ist die Berechnung physikalisch korrekter globaler Beleuchtung zeitintensiv und interaktive Laufzeiten können mit "standard Hardware" noch nicht erzielt werden. Obwohl das Rendering auf der Grundlage von Vorberechnungen in Echtzeit möglich ist, kann ein solcher Ansatz nicht auf voll-dynamische Szenen angewendet werden. Diese Dissertation zielt darauf ab, das Problem der globalen Beleuchtungsberechnung durch Einführung von neuen Techniken für voll-dynamische Szenen in Echtzeit zu lösen. Dazu stellen wir eine Reihe neuer Algorithmen vor, die die Effekte der globaler Beleuchtung auf der Grafik-Hardware berechnen. All diese Algorithmen erzielen nicht nur Echtzeit bzw. interaktive Laufzeiten sondern liefern auch eine Qualität, die mit bisherigen offline Methoden vergleichbar ist. Zunächst präsentieren wir eine neue Technik zur Berechnung impliziter Sichtbarkeit, die aufwändige Sichbarkeitstests in hierarchischen Radiosity-Datenstrukturen vermeidet. Anschliessend stellen wir eine Methode vor, die weiche Schatten, ein wichtiger Effekt für die globale Beleuchtung, in Echtzeit berechnet. Auf der Grundlage der Theorie über vorgefilterten Schattenwurf, zeigen wir nacheinander zwei Echtzeitmethoden zur Berechnung weicher Schattenwürfe: "Convolution Soft Shadow Mapping" (CSSM) und "Variance Soft Shadow Mapping" (VSSM). Darüber hinaus wenden wir unsere CSSM-Methode auch erfolgreich auf den Schatteneffekt in der indirekten Beleuchtung an. Abschliessend präsentieren wir eine neue Methode zum interaktiven Rendern von Volumen-Kaustiken in einfach streuenden, halbtransparenten Medien
    corecore