445 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

    Instant global illumination on the GPU using OptiX

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    OptiX, a programmable ray tracing engine, has been recently made available by NVidia, relieving rendering researchers from the idiosyncrasies of efficient ray tracing programming and allowing them to concentrate on higher level algorithms, such as interactive global illumination. This paper evaluates the performance of the Instant Global Illumination algorithm on OptiX as well as the impact of three di fferent optimization techniques: imperfect visibility, downsampling and interleaved sampling. Results show that interactive frame rates are indeed achievable, although the combination of all optimization techniques leads to the appearance of artifacts that compromise image quality. Suggestions are presented on possible ways to overcome these limitations

    Autonomous Lighting Agents in Photon Mapping

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    proceedings of ISVC'05International audienceIn computer graphics, global illumination algorithms such as photon mapping require to gather large volumes of data which can be heavily redundant.We propose both a new characterization of useful data and a new optimization method for the photon mapping algorithm using structures borrowed from Artificial Intelligence such as autonomous agents. Our autonomous lighting agents efficiently gather large amounts of useful data and are used to make decisions during rendering. It induces less photons being cast and shorter rendering times in both photon casting and rendering phase of the photon mapping algorithm which leads to an important decrease of memory occupation and slightly shorter rendering times for equal image quality

    Real-time Global Illumination by Simulating Photon Mapping

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    Efficient Many-Light Rendering of Scenes with Participating Media

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    We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media

    Refinement criteria for high fidelity interactive walkthroughs

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    Physically based global illumination rendering at interactive frame rates would enable users to navigate within complex virtual environments, such as archaeological models. These algorithms, however, are computationally too demanding to allow interactive navigation on current PCs. A technique based on image subsampling and spatiotemporal coherence among successive frames is exploited, while resorting to progressive refinement whenever there is available computing power. A physically based ray tracer (Radiance) is used to compute reflected radiance at the model's triangles vertices. Progressive refinement is achieved increasing the sampling frequency by subdividing certain triangles and requesting shading information for the resulting vertices. This paper proposes and evaluates different criteria for selecting which triangles to subdivide. A random criterium and two criteria based on Normalized Luminance Differences are evaluated: one operating on image space, the other on object space. Results, obtained with a model of an old roman town, show that the object space criterium is able to locate and represent visual discontinuities, such as shadows, and does so requiring less triangle subdivisions than the other two.Fundação para a Ciência e a Tecnologia (FCT) - POSI/CHS/42041/2001

    High fidelity walkthroughs in archaeology sites

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    Comunicação apresentada no 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST 2005), Pisa, Italy, 8-11 Novembro 2005.Fast and affordable computing systems currently support walkthroughs into virtual reconstructed sites, with fast frame rate generation of synthetic images. However, archaeologists still complain about the lack of realism in these interactive tours, mainly due to the false ambient illumination. Accurate visualizations require physically based global illumination models to render the scenes, which are computationally too demanding. Faster systems and novel rendering techniques are required: current clusters provide a feasible and affordable path towards these goals, and we developed a framework to support smooth virtual walkthroughs, using progressive rendering to converge to high fidelity images whenever computing power surplus is available. This framework exploits spatial and temporal coherence among successive frames, serving multiple clients that share and interact with the same virtual model, while maintaining each its own view of the model. It is based on a three-tier architecture: the outer layer embodies light-weight visualization clients, which perform all the user interactions and display the final images using the available graphics hardware; the inner layer is a parallel version of a physically based ray tracer running on a cluster of off-the-shelf PCs; in the middle layer lies the shading management agent (SMA), which monitors the clients' states, supplies each with properly shaded 3D points, maintains a cache of previously rendered geometry and requests relevant shading samples to the parallel renderer, whenever required. A prototype of a high fidelity walkthrough in the archaeologic virtual model of the roman town of Bracara Augusta was developed, and the current evaluation tests aimed to measure the performance improvements due to the use of SMA caches and associated parallel rendering capabilities. Preliminary results show that interactive frame rates are sustainable and the system is highly responsive.Fundação para a Ciência e Tecnologia (FCT) - POSI/CHS/42041/2001
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