3 research outputs found

    Importance driven environment map sampling

    Get PDF
    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

    High-fidelity graphics using unconventional distributed rendering approaches

    Get PDF
    High-fidelity rendering requires a substantial amount of computational resources to accurately simulate lighting in virtual environments. While desktop computing, with the aid of modern graphics hardware, has shown promise in delivering realistic rendering at interactive rates, real-time rendering of moderately complex scenes is still unachievable on the majority of desktop machines and the vast plethora of mobile computing devices that have recently become commonplace. This work provides a wide range of computing devices with high-fidelity rendering capabilities via oft-unused distributed computing paradigms. It speeds up the rendering process on formerly capable devices and provides full functionality to incapable devices. Novel scheduling and rendering algorithms have been designed to best take advantage of the characteristics of these systems and demonstrate the efficacy of such distributed methods. The first is a novel system that provides multiple clients with parallel resources for rendering a single task, and adapts in real-time to the number of concurrent requests. The second is a distributed algorithm for the remote asynchronous computation of the indirect diffuse component, which is merged with locally-computed direct lighting for a full global illumination solution. The third is a method for precomputing indirect lighting information for dynamically-generated multi-user environments by using the aggregated resources of the clients themselves. The fourth is a novel peer-to-peer system for improving the rendering performance in multi-user environments through the sharing of computation results, propagated via a mechanism based on epidemiology. The results demonstrate that the boundaries of the distributed computing typically used for computer graphics can be significantly and successfully expanded by adapting alternative distributed methods
    corecore