Advertisement

Many-Lights Real Time Global Illumination Using Sparse Voxel Octree

  • Che Sun
  • Emmanuel AguEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9475)

Abstract

The many-lights real time Global Illumination (GI) algorithm is promising but requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lower the accuracy of indirect illumination or prevent the rendering of fully dynamic scenes. In this paper, we propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-lights algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly.

Keywords

Visibility Test Global Illumination Scene Representation Indirect Illumination Voxel Data 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Keller, A.: Instant radiosity. In: Proceedings of the ACM SIGGRAPH, pp. 49–56 (1997)Google Scholar
  2. 2.
    Ritschel, T., Grosch, T., Kim, M.H., Seidel, H.P., Dachsbacher, C., Kautz, J.: Imperfect shadow maps for efficient computation of indirect illumination. ACM Trans. Graph. (TOG) 27, 129 (2008)Google Scholar
  3. 3.
    Crassin, C., Neyret, F., Sainz, M., Green, S., Eisemann, E.: Interactive indirect illumination using voxel cone tracing. CG Forum 30, 1921–1930 (2011)Google Scholar
  4. 4.
    Ritschel, T., Dachsbacher, C., Grosch, T., Kautz, J.: The state of the art in interactive global illumination. CG Forum 31, 160–188 (2012)Google Scholar
  5. 5.
    Dachsbacher, C., Stamminger, M.: Reflective shadow maps. In: Proceedings of the ACM Symposium on Interactive 3D graphics and games, pp. 203–231 (2005)Google Scholar
  6. 6.
    Laine, S., Saransaari, H., Kontkanen, J., Lehtinen, J., Aila, T.: Incremental instant radiosity for real-time indirect illumination. In: Proceedings of the Eurographics Conference on Rendering Techniques, pp. 277–286 (2007)Google Scholar
  7. 7.
    Knecht, M.: Real-time global illumination using temporal coherence (2009)Google Scholar
  8. 8.
    Segovia, B., Iehl, J.C., Péroche, B.: Metropolis instant radiosity. CG Forum 26, 425–434 (2007)Google Scholar
  9. 9.
    Tokuyoshi, Y., Ogaki, S.: Real-time bidirectional path tracing via rasterization. In: Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, pp. 183–190 (2012)Google Scholar
  10. 10.
    Sbert, M., i Sàndez, X.P.: The Use of global random directions to compute radiosity: global Montecarlo techniques (1996)Google Scholar
  11. 11.
    Yang, J.C., Hensley, J., Grün, H., Thibieroz, N.: Real-time concurrent linked list construction on the GPU. CG Forum 29, 1297–1304 (2010)Google Scholar
  12. 12.
    Kaplanyan, A., Dachsbacher, C.: Cascaded light propagation volumes for real-time indirect illumination. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 99–107 (2010)Google Scholar
  13. 13.
    Thiedemann, S., Henrich, N., Grosch, T., Müller, S.: Voxel-based global illumination. In: ACM Symposium on Interactive 3D Graphics and Games, pp. 103–110 (2011)Google Scholar
  14. 14.
    Saito, T., Takahashi, T.: Comprehensible rendering of 3-D shapes. ACM SIGGRAPH Comput. Graph. 24, 197–206 (1990)CrossRefGoogle Scholar
  15. 15.
    Keller, A., Heidrich, W.: Interleaved sampling. Springer (2001)Google Scholar
  16. 16.
    Clarberg, P., Jarosz, W., Akenine-Möller, T., Jensen, H.W.: Wavelet importance sampling: efficiently evaluating products of complex functions. ACM Trans. Graph. (TOG) 24, 1166–1175 (2005)CrossRefGoogle Scholar
  17. 17.
    Segovia, B., Iehl, J.C., Mitanchey, R., Péroche, B.: Non-interleaved deferred shading of interleaved sample patterns. In: Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Graphics hardware: Vienna, Austria, vol. 3, pp. 53–60 (2006)Google Scholar
  18. 18.
    Aila, T., Laine, S.: Understanding the efficiency of ray traversal on GPUs. In: Proceedings of the ACM Conf High Performance graphics, vol. 2009, pp. 145–149 (2009)Google Scholar
  19. 19.
    Foley, T., Sugerman, J.: KD-tree acceleration structures for a GPU raytracer. In: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics hardware, pp. 15–22 (2005)Google Scholar
  20. 20.
    Horn, D.R., Sugerman, J., Houston, M., Hanrahan, P.: Interactive Kd tree GPU raytracing. In: Proceedings of the ACM Symposium on Interactive 3D graphics and games, pp. 167–174 (2007)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Computer Science DepartmentWorcester Polytechnic InstituteWorcesterUSA

Personalised recommendations