Screen-Space Virtual Point Light propagation for Real-Time Global Illumination
Resumo
Proper light-transport simulation adds both realism and aesthetically pleasing effects to virtual 3D scenes. However, the cost of computing complex light interactions is prohibitive for real-time applications. Indirect diffuse lighting is a low frequency component of global illumination that can greatly enhance the quality of an image. Virtual point lights are commonly used to reproduce diffuse bounces by tracing light paths through the scene and creating proxy light sources at the intersections between a path and geometry. In this work we extend clusterization-based methods for virtual point lights, allowing for the reproduction of up to two bounces of light with a projection-aware sampling method in real-time. We show that plausible images can be obtained in real-time rates for low to mid-end commodity GPUs.Referências
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J. T. Kajiya, “The rendering equation,” in Proceedings of SIGGRAPH. ACM, 1986, pp. 143–150.
M. Mara, M. McGuire, D. Nowrouzezahrai, and D. P. Luebke, “Deep g-buffers for stable global illumination approximation.” in High Performance Graphics, 2016, pp. 87–98.
T. Ritschel, T. Grosch, and H.-P. Seidel, “Approximating dynamic global illumination in image space,” in Proceedings of the I3D. ACM, 2009, pp. 75–82.
Z. Dong, T. Grosch, T. Ritschel, J. Kautz, and H.-P. Seidel, “Real-time Indirect Illumination with Clustered Visibility,” in Proceedings of the VMV, vol. 9, 2009, pp. 187–196.
C. Dachsbacher and M. Stamminger, “Reflective shadow maps,” in Proceedings of the I3D. ACM, 2005, pp. 203–231.
T.-T. Wong, W.-S. Luk, and P.-A. Heng, “Sampling with hammersley and halton points,” Journal of graphics tools, vol. 2, no. 2, pp. 9–24, 1997.
W. Heidrich and H.-P. Seidel, “View-independent Environment Maps.” in Workshop on Graphics Hardware, 1998, pp. 39–45.
M. Pharr, W. Jakob, and G. Humphreys, Physically based rendering: From theory to implementation. Morgan Kaufmann, 2016.
B. Segovia, J. C. Iehl, R. Mitanchey, and B. Péroche, “Non-interleaved deferred shading of interleaved sample patterns,” in Graphics Hardware, 2006, pp. 53–60.
E. Reinhard, M. Stark, P. Shirley, and J. Ferwerda, “Photographic tone reproduction for digital images,” in Proceedings of the 29th annual conference on Computer graphics and interactive techniques, 2002, pp. 267–276.
M. McGuire, “Computer Graphics Archive,” July 2017. [Online]. Available: https://casual-effects.com/data
T. Akenine-Möller, E. Haines, and N. Hoffman, Real-time rendering. Crc Press, 2019.
A. Keller, “Instant Radiosity,” in Proceedings of the SIGGRAPH. ACM, 1997, pp. 49–56.
R. Mantiuk, K. J. Kim, A. G. Rempel, and W. Heidrich, “Hdr-vdp-2: A calibrated visual metric for visibility and quality predictions in all luminance conditions,” ACM Transactions on graphics (TOG), vol. 30, no. 4, pp. 1–14, 2011.
D. Scherzer, L. Yang, O. Mattausch, D. Nehab, P. V. Sander, M. Wimmer, and E. Eisemann, “Temporal coherence methods in real-time rendering,” in Computer Graphics Forum, vol. 31, no. 8. Wiley Online Library, 2012, pp. 2378–2408.
V. M. Aranha, M. C. Macedo, and A. L. Apolinario, “Screen-space vpl propagation for real-time indirect lighting,” in 2020 33rd SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI). IEEE, 2020, pp. 46–53.
Publicado
18/10/2021
Como Citar
ARANHA, Vitor M.; MACEDO, Márcio C. F.; APOLINÁRIO JR., Antônio L..
Screen-Space Virtual Point Light propagation for Real-Time Global Illumination. In: WORKSHOP DE TESES E DISSERTAÇÕES - CONFERENCE ON GRAPHICS, PATTERNS AND IMAGES (SIBGRAPI), 34. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
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p. 1-6.
DOI: https://doi.org/10.5753/sibgrapi.est.2021.20006.