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Published byQuentin Thomas Modified over 8 years ago
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Toward Real-Time Global Illumination
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Global Illumination == Offline? Ray Tracing and Radiosity are inherently slow. Speedup possible by: –Brute-force: more hardware, multicore…etc. –Approximate results
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Under Simplified Assumption Can it become faster if: –…the view is fixed? –…the scene is static? –…the lights are simple? –…if indirect lighting is limited?
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Lighting Design Assuming: –Static scene –Fixed (or limited) view Example: –Lpics: a hybrid hardware accelerated relighting engine for computer cinematography, SIGGRAPH 2005
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Lpics Source: http://www.vidimce.org/publications/lpics/pdf/lpics-final-compressed.pdfhttp://www.vidimce.org/publications/lpics/pdf/lpics-final-compressed.pdf
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Instant Radiosity (and the Problem of Many Lights?) What if we place many virtual light sources to represent indirect lighting? How do we handle a very large number of light sources? –Lightcuts: A Scalable Approach to Illumination, SIGGRAPH 2005
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Reflective Shadow Maps Dachsbacher and Stamminger. 2005 symposium on Interactive 3D graphics and games (I3D '05). Source: http://dl.acm.org/citation.cfm?doid=1053427.1053460http://dl.acm.org/citation.cfm?doid=1053427.1053460
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Precomputed Light Transport
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Indirect Lighting Many indirect lighting effects are subtle, yet crucial for visual realism. Examples are: –Soft shadow –Ambient occlusion
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Ambient Occlusion Ambient light is a very crude approximation to indirect reflections of surrounding objects. What if a point can’t see much of its surrounding? From: Janne Kontkanen & Samuli Laine ACM I3D 2005
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Soft Shadow from Environment Lighting Sloan, Kautz, Snyder 2002 Shadows from smooth lighting (precomputed radiance transfer) Sen, Cammarano, Hanrahan, 2003 Shadows from point-lights (shadow maps, volumes)
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Beyond Monte Carlo Path Tracing? Are global illumination solvers always time consuming? What if the scene and the lights are static ? Radiosity (view can changes!) What if only the scene is static?
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Light Stage Take photos under single point light at various positions. Trivial questions: how to produce new images at: –Two point lights? –Area light? –Environment light (captured by light probe)?
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Precomputed Light Transport Three important papers to start with: –"Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments" Sloan et al., SIGGRAPH 2002Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments –"All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation" Ng et al., SIGGRAPH 2003.All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation –"Triple Product Wavelet Integrals for All- Frequency Relighting" Ng et al. SIGGRAPH 2004Triple Product Wavelet Integrals for All- Frequency Relighting
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The following 8 slides are from Ren Ng’s SIGGRAPH 2003 presentation
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Relighting as Matrix-Vector Multiply
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Input Lighting (Cubemap Vector) Output Image (Pixel Vector) Transport Matrix
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Ray-Tracing Matrix Columns
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Light-Transport Matrix Rows
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Rasterizing Matrix Rows Pre-computing rows Rasterize visibility hemicubes with graphics hardware Read back pixels and weight by reflection function
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Low-Frequency vs. All-Frequency Teapot in Grace Cathedral
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