2 research outputs found
GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination
Real-time global illumination is key to enabling more dynamic and physically
realistic worlds in performance-critical applications such as games or any
other applications with real-time constraints.Hardware-accelerated ray tracing
in modern GPUs allows arbitrary intersection queries against the geometry,
making it possible to evaluate indirect lighting entirely at runtime. However,
only a small number of rays can be traced at each pixel to maintain high
framerates at ever-increasing image resolutions. Existing solutions, such as
probe-based techniques, approximate the irradiance signal at the cost of a few
rays per frame but suffer from a lack of details and slow response times to
changes in lighting. On the other hand, reservoir-based resampling techniques
capture much more details but typically suffer from poorer performance and
increased amounts of noise, making them impractical for the current generation
of hardware and gaming consoles. To find a balance that achieves high lighting
fidelity while maintaining a low runtime cost, we propose a solution that
dynamically estimates global illumination without needing any content
preprocessing, thus enabling easy integration into existing real-time rendering
pipelines
Adaptive LightSlice for Virtual Ray Lights
We speed up the rendering of participating media with Virtual Ray Lights (VRLs) by clustering them in a preprocessing step. A subset of representative VRLs is then sampled from the clustering, which is used for the final rendering. By performing a full variance analysis, we can explicitly estimate the convergence rate of the rendering process and automatically find the locally ideal number of clusters to maximize efficiency. Overall, we report speed-up factors ranging from 13 to 16 compared to unclustered rendering.status: publishe