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1.
Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a system that is based on explicit visibility calculations and which is highly efficient and scalable. The rendering equation defines the light exchange between surfaces, which we approximate by subsampling. By utilizing the power of modern parallel GPUs using the CUDA framework we achieve interactive frame rates. Since we update the global illumination continuously in an asynchronous fashion, we maintain interactivity at all times for moderately complex scenes. We show that we can achieve higher frame rates for scenes with moving light sources, diffuse indirect illumination and dynamic geometry than other current methods, while maintaining a high image quality.  相似文献   

2.
In this paper we present a hybrid algorithm for building the bounding volume hierarchy (BVH) that is used in accelerating ray tracing of animated models. This algorithm precomputes densely packed clusters of triangles on surfaces. Folowing that, a set of clusters is used to rebuild the BVH in every frame. Our approach utilizes the assumption that groups of connected triangles remain connected throughout the course of the animation. We introduce a novel heuristic to create triangle clusters that are designed for high performance ray tracing. This heuristic combines the density of connectivity, geometric size and the shape of the cluster.
Our approach accelerates the BVH builder by an order of magnitude rebuilding only the set of clusters that is much smaller than the original set of triangles. The speed-up is achieved against a 'brute-force' BVH builder that repartitions all triangles in every frame of animation without using any pre-clustering. The rendering performance is not affected when a cluster contains a few dozen triangles. We demonstrate the real-time/interactive ray tracing performance for highly-dynamic complex models.  相似文献   

3.
We present a fast reconstruction filtering method for images generated with Monte Carlo–based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth‐of‐field effects at very low sampling rates and interactive frame rates. We employ edge‐aware filtering in the sample space to locally improve outgoing radiance of each sample. The improved samples are then distributed in the image plane using a fast, linear manifold‐based approach supporting very large circles of confusion. We evaluate our filter by applying it to several images containing noise caused by Monte Carlo–simulated global illumination, area light sources and depth of field. We show that our filter can efficiently denoise such images at interactive frame rates on current GPUs and with as few as 4–16 samples per pixel. Our method operates only on the colour and geometric sample information output of the initial rendering process. It does not make any assumptions on the underlying rendering technique and sampling strategy and can therefore be implemented completely as a post‐process filter.  相似文献   

4.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware.  相似文献   

5.
Image space photon mapping has the advantage of simple implementation on GPU without pre‐computation of complex acceleration structures. However, existing approaches use only a single image for tracing caustic photons, so they are limited to computing only a part of the global illumination effects for very simple scenes. In this paper we fully extend the image space approach by using multiple environment maps for photon mapping computation to achieve interactive global illumination of dynamic complex scenes. The two key problems due to the introduction of multiple images are 1) selecting the images to ensure adequate scene coverage; and 2) reliably computing ray‐geometry intersections with multiple images. We present effective solutions to these problems and show that, with multiple environment maps, the image‐space photon mapping approach can achieve interactive global illumination of dynamic complex scenes. The advantages of the method are demonstrated by comparison with other existing interactive global illumination methods.  相似文献   

6.
We present a novel framework for efficiently computing the indirect illumination in diffuse and moderately glossy scenes using density estimation techniques. Many existing global illumination approaches either quickly compute an overly approximate solution or perform an orders of magnitude slower computation to obtain high-quality results for the indirect illumination. The proposed method improves photon density estimation and leads to significantly better visual quality in particular for complex geometry, while only slightly increasing the computation time. We perform direct splatting of photon rays, which allows us to use simpler search data structures. Since our density estimation is carried out in ray space rather than on surfaces, as in the commonly used photon mapping algorithm, the results are more robust against geometrically incurred sources of bias. This holds also in combination with final gathering where photon mapping often overestimates the illumination near concave geometric features. In addition, we show that our photon splatting technique can be extended to handle moderately glossy surfaces and can be combined with traditional irradiance caching for sparse sampling and filtering in image space.  相似文献   

7.
Computing global illumination in complex scenes is even with todays computational power a demanding task. In this work we propose a novel irradiance caching scheme that combines the advantages of two state-of-the-art algorithms for high-quality global illumination rendering: lightcuts , an adaptive and hierarchical instant-radiosity based algorithm and the widely used (ir)radiance caching algorithm for sparse sampling and interpolation of (ir)radiance in object space. Our adaptive radiance caching algorithm is based on anisotropic cache splatting, which adapts the cache footprints not only to the magnitude of the illumination gradient computed with light-cuts but also to its orientation allowing larger interpolation errors along the direction of coherent illumination while reducing the error along the illumination gradient. Since lightcuts computes the direct and indirect lighting seamlessly, we use a two-layer radiance cache, to store and control the interpolation of direct and indirect lighting individually with different error criteria. In multiple iterations our method detects cache interpolation errors above the visibility threshold of a pixel and reduces the anisotropic cache footprints accordingly. We achieve significantly better image quality while also speeding up the computation costs by one to two orders of magnitude with respect to the well-known photon mapping with (ir)radiance caching procedure.  相似文献   

8.
We propose a method for rendering volumetric data sets at interactive frame rates while supporting dynamic ambient occlusion as well as an approximation to color bleeding. In contrast to ambient occlusion approaches for polygonal data, techniques for volumetric data sets have to face additional challenges, since by changing rendering parameters, such as the transfer function or the thresholding, the structure of the data set and thus the light interactions may vary drastically. Therefore, during a preprocessing step which is independent of the rendering parameters we capture light interactions for all combinations of structures extractable from a volumetric data set. In order to compute the light interactions between the different structures, we combine this preprocessed information during rendering based on the rendering parameters defined interactively by the user. Thus our method supports interactive exploration of a volumetric data set but still gives the user control over the most important rendering parameters. For instance, if the user alters the transfer function to extract different structures from a volumetric data set the light interactions between the extracted structures are captured in the rendering while still allowing interactive frame rates. Compared to known local illumination models for volume rendering our method does not introduce any substantial rendering overhead and can be integrated easily into existing volume rendering applications. In this paper we will explain our approach, discuss the implications for interactive volume rendering and present the achieved results.  相似文献   

9.
We present an efficient Graphics Processing Unit GPU‐based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU–GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two‐pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.  相似文献   

10.
We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the scene geometry that are potentially visible at any point in time for the duration of a frame in an initial rasterization step. We store the resulting temporally‐varying fragments (t‐fragments) in a bounding volume hierarchy which is rebuild every frame using a fast spatial median construction algorithm. This makes our approach suitable for interactive applications with dynamic scenes and animations. Next, we perform spatial sampling to determine all t‐fragments that intersect with a specific viewing ray at any point in time. Viewing rays are sampled according to the lens uv‐sampling for depth‐of‐field effects. In a final temporal sampling step, we evaluate the predetermined viewing ray/t‐fragment intersections for one or multiple points in time. This allows us to incorporate all standard shading effects including transparency. We describe the overall framework, present our GPU implementation, and evaluate our rendering approach with respect to scalability, quality, and performance.  相似文献   

11.
We present an unbiased method for generating caustic lighting using importance sampled Path Tracing with Caustic Forecasting. Our technique is part of a straightforward rendering scheme which extends the Illumination by Weak Singularities method to allow for fully unbiased global illumination with rapid convergence. A photon shooting preprocess, similar to that used in Photon Mapping, generates photons that interact with specular geometry. These photons are then clustered, effectively dividing the scene into regions which will contribute similar amounts of caustic lighting to the image. Finally, the photons are stored into spatial data structures associated with each cluster, and the clusters themselves are organized into a spatial data structure for fast searching. During rendering we use clusters to decide the caustic energy importance of a region, and use the local photons to aid in importance sampling, effectively reducing the number of samples required to capture caustic lighting.  相似文献   

12.
We propose a method for creating a bounding volume hierarchy (BVH) that is optimized for all frames of a given animated scene. The method is based on a novel extension of surface area heuristic to temporal domain (T‐SAH). We perform iterative BVH optimization using T‐SAH and create a single BVH accounting for scene geometry distribution at different frames of the animation. Having a single optimized BVH for the whole animation makes our method extremely easy to integrate to any application using BVHs, limiting the per‐frame overhead only to refitting the bounding volumes. We evaluated the T‐SAH optimized BVHs in the scope of real‐time GPU ray tracing. We demonstrate, that our method can handle even highly complex inputs with large deformations and significant topology changes. The results show, that in a vast majority of tested scenes our method provides significantly better run‐time performance than traditional SAH and also better performance than GPU based per‐frame BVH rebuild.  相似文献   

13.
The ability to interactively render dynamic scenes with global illumination is one of the main challenges in computer graphics. The improvement in performance of interactive ray tracing brought about by significant advances in hardware and careful exploitation of coherence has rendered the potential of interactive global illumination a reality. However, the simulation of complex light transport phenomena, such as diffuse interreflections, is still quite costly to compute in real time. In this paper we present a caching scheme, termed Instant Caching, based on a combination of irradiance caching and instant radiosity. By reutilising calculations from neighbouring computations this results in a speedup over previous instant radiosity‐based approaches. Additionally, temporal coherence is exploited by identifying which computations have been invalidated due to geometric transformations and updating only those paths. The exploitation of spatial and temporal coherence allows us to achieve superior frame rates for interactive global illumination within dynamic scenes, without any precomputation or quality loss when compared to previous methods; handling of lighting and material changes are also demonstrated.  相似文献   

14.
Recent advances have made interactive ray tracing (IRT) possible on consumer desktop machines. These advances have brought about the potential for interactive global illumination (IGI) with enhanced realism through physically based lighting. IGI, unlike IRT, has a much higher computational complexity. Furthermore, since non‐primary rays constitute the majority of the computation, the rays are predominantly incoherent, making impractical many of the methods that have made IRT possible. Two methods that have already shown promise in decreasing the computational time of the GI solution are interleaved sampling and adaptive rendering. Interleaved sampling is a generalized sampling scheme that smoothly blends between regular and irregular sampling while maintaining coherence. Adaptive rendering algorithms adjust rendering quality, non‐uniformally, using a guidance scheme. While adaptive rendering has shown to provide speed‐up when used for off‐line rendering it has not been utilized in IRT due to its naturally incoherent nature. In this paper, we combine adaptive rendering and interleaved sampling within a component‐based solution into a new approach we term adaptive interleaved sampling. This allows us to tailor new adaptive heuristics for interleaved sampling of the individual components of the GI solution significantly improving overall performance. We present a novel component‐based IGI framework for which we achieve interactive frame rates for a range of effects such as indirect diffuse lighting, soft shadows and single scatter homogeneous participating media.  相似文献   

15.
This paper presents an improvement to the stochastic progressive photon mapping (SPPM), a method for robustly simulating complex global illumination with distributed ray tracing effects. Normally, similar to photon mapping and other particle tracing algorithms, SPPM would become inefficient when the photons are poorly distributed. An inordinate amount of photons are required to reduce the error caused by noise and bias to acceptable levels. In order to optimize the distribution of photons, we propose an extension of SPPM with a Metropolis‐Hastings algorithm, effectively exploiting local coherence among the light paths that contribute to the rendered image. A well‐designed scalar contribution function is introduced as our Metropolis sampling strategy, targeting at specific parts of image areas with large error to improve the efficiency of the radiance estimator. Experimental results demonstrate that the new Metropolis sampling based approach maintains the robustness of the standard SPPM method, while significantly improving the rendering efficiency for a wide range of scenes with complex lighting.  相似文献   

16.
We describe a global illumination method combining two well known techniques: photon mapping and irradiance caching. The photon mapping method has the advantage of being view independent but requires a costly additional rendering pass, called final gathering. As for irradiance caching, it is view‐dependent, irradiance is only computed and cached on surfaces of the scene as viewed by a single camera. To compute records covering the entire scene, the irradiance caching method has to be run for many cameras, which takes a long time and is a tedious task since the user has to place the needed cameras manually. Our method exploits the advantages of these two methods and avoids any intervention of the user. It computes a refined, view‐independent irradiance cache from a photon map. The global illumination solution is then rendered interactively using radiance cache splatting.  相似文献   

17.
We introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs.  相似文献   

18.
Recent work in interactive global illumination addresses diffuse and moderately glossy indirect lighting effects, but high‐frequency effects such as multi‐bounce reflections on highly glossy surfaces are often ignored. Accurately simulating such effects is important to convey the realistic appearance of materials such as chrome and shiny metal. In this paper, we present an efficient method for visualizing multi‐bounce glossy reflections at interactive rates under environment lighting. Our main contribution is a pre‐computation–based method which efficiently gathers subsequent highly glossy reflection passes modelled with a non‐linear transfer function representation based on the von Mises–Fisher distribution. We show that our gathering method is superior to scattered sampling. To exploit the sparsity of the pre‐computed data, we apply perfect spatial hashing. As a result, we are able to visualize multi‐bounce glossy reflections at interactive rates at a low pre‐computation cost.  相似文献   

19.
We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi‐core CPU architectures. The algorithm constructs the BVH by a divisive top‐down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that significantly reduces the workload of individual steps of BVH construction. Additionally, we propose a new method for integrating spatial splits into the BVH construction algorithm. The auxiliary BVH is constructed using a very fast method such as LBVH based on Morton codes. We show that the method provides a very good trade‐off between the build time and ray tracing performance. We evaluated the method within the Embree ray tracing framework and show that it compares favorably with the Embree BVH builders regarding build time while maintaining comparable ray tracing speed.  相似文献   

20.
Adaptive Caustic Maps Using Deferred Shading   总被引:1,自引:0,他引:1  
Caustic maps provide an interactive image-space method to render caustics, the focusing of light via reflection and refraction. Unfortunately, caustic mapping suffers problems similar to shadow mapping: aliasing from poor sampling and map projection as well as temporal incoherency from frame-to-frame sampling variations. To reduce these problems, researchers have suggested methods ranging from caustic blurring to building a multiresolution caustic map. Yet these all require a fixed photon sampling, precluding the use of importance-based photon densities. This paper introduces adaptive caustic maps. Instead of densely sampling photons via a rasterization pass, we adaptively emit photons using a deferred shading pass. We describe deferred rendering for refractive surfaces, which speeds rendering of refractive geometry up to 25% and with adaptive sampling speeds caustic rendering up to 200%. These benefits are particularly noticable for complex geometry or using millions of photons. While developed for a GPU rasterizer, adaptive caustic map creation can be performed by any renderer that individually traces photons, e.g., a GPU ray tracer.  相似文献   

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