4 research outputs found

    Hash-based hierarchical caching and layered filtering for interactive previews in global illumination rendering

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    Copyright © 2020 by the authors. Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path-traced results, but with a greatly reduced computational complexity, allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.German Federal Ministry for Economic Affairs and Energy (BMWi), funding the MoVISO ZIM-project under Grant No.: ZF4120902

    Glossy Probe Reprojection for Interactive Global Illumination

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    International audienceRecent rendering advances dramatically reduce the cost of global illumination. But even with hardware acceleration, complex light paths with multiple glossy interactions are still expensive; our new algorithm stores these paths in precomputed light probes and reprojects them at runtime to provide interactivity. Combined with traditional light maps for diffuse lighting our approach interactively renders all light paths in static scenes with opaque objects. Naively reprojecting probes with glossy lighting is memory-intensive, requires efficient access to the correctly reflected radiance, and exhibits problems at occlusion boundaries in glossy reflections. Our solution addresses all these issues. To minimize memory, we introduce an adaptive light probe parameterization that allocates increased resolution for shinier surfaces and regions of higher geometric complexity. To efficiently sample glossy paths, our novel gathering algorithm reprojects probe texels in a view-dependent manner using efficient reflection estimation and a fast rasterization-based search. Naive probe reprojection often sharpens glossy reflections at occlusion boundaries, due to changes in parallax. To avoid this, we split the convolution induced by the BRDF into two steps: we precompute probes using a lower material roughness and apply an adaptive bilateral filter at runtime to reproduce the original surface roughness. Combining these elements, our algorithm interactively renders complex scenes while fitting in the memory, bandwidth, and computation constraints of current hardware

    Incrementally baked global illumination

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    Global Illumination is affected by the slightest change in a 3D scene, requiring a complete reevaluation of the distributed light. In cases where real-time algorithms are not applicable due to high demands on the achievable accuracy, this recomputation from scratch results in artifacts like flickering or noise, disturbing the visual appearance and negatively affecting interactive lighting design workflows. We propose a novel system tackling this problem by providing incremental updates of a baked global illumination solution after scene modifications, and a re-convergence after a few seconds. Using specifically targeted incremental data structures and prioritization strategies in a many-light global illumination algorithm, we compute a differential update from one illumination state to another. We further demonstrate the use of a novel error balancing strategy making it possible to prioritize the illumination updates.</p

    Incrementally baked global illumination

    No full text
    Global Illumination is affected by the slightest change in a 3D scene, requiring a complete reevaluation of the distributed light. In cases where real-time algorithms are not applicable due to high demands on the achievable accuracy, this recomputation from scratch results in artifacts like flickering or noise, disturbing the visual appearance and negatively affecting interactive lighting design workflows. We propose a novel system tackling this problem by providing incremental updates of a baked global illumination solution after scene modifications, and a re-convergence after a few seconds. Using specifically targeted incremental data structures and prioritization strategies in a many-light global illumination algorithm, we compute a differential update from one illumination state to another. We further demonstrate the use of a novel error balancing strategy making it possible to prioritize the illumination updates.Comp Graphics & Visualisatio
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