Download presentation
Presentation is loading. Please wait.
Published byGabriel Davidson Modified over 9 years ago
1
Real-time Indirect Lighting Using Clustering Visibility Zhao, Tobias, Thorsten, Jan* *University College London
2
Motivation Indirect lighting is Crucial for GI rendering. Check following 2 video clips. –Real-time performance for fully deformable/dynamic scene is open problem Visibility computation is still the key bottleneck. –Approximate visibility for indirect lighting is quite reasonable from perception viewpoint. –Practical indirect lighting rendering for real game/film development. Video1 Video1 Rui Wang et al. EGSR07 Video2 Video2 Casten Dachsbacher et al. I3D06
3
state-of-the-art Methods based on hierarchical radiosity Interactive rendering performance Moderate-sized scene PRT-based methods Require precomputation, Static/rigid dynamic scene. [Casten et al. sig07] [Dong et al. pg07] [Iwasaki et al. egsr07][Wang et al. egsr07][Liu et al. eg07]
4
State-of-the-art Image-based SH exponential –Deformable, low-freq lighting (SH) and only diffuse interreflection Methods based on instant radiosity [Keller sig97] –The left two only support static/semi-dynamic scene –Tobias’ method support fully deformable scene, VPL + ISM [Sloan et al. pg07] [Laine et al. egsr07][Casten et al. I3d05,06][Tobias et al. Submitted to sigasia08
5
Rethinking Instant radiosity methods Direct Light VPL Receiver Pixel 1000 VPLs Good quality 1000 VPLs equals to rendering 1000 SMs, Visibility computation becomes bottleneck! Cornell box Can we utilize virtual area lights? How to fast approximate the visibility function of virtual area lights? Key: Convolution Soft Shadow Map[SIG08] So, 1000 SMs 40 CSSMs!
6
Goal and Contributions Goals –Real-time indirect lighting rendering for fully dynamic scenes. (Focus on indirect lighting) Planned contribution –Novel: Separate visibility and shading computation of indirect lighting. Approximate the indirect visibility by the cluster of VPLs Virtual Area Light (VAL) Shading still based on VPLs keep the accuracy and all-freq indirect lighting (Caustics) –Delta: A simplified GPU-based k-means method for clustering VPLs in fully dynamic scene scheme (mesh animation). Novel && practical clustering criteria for indirect lighting.
7
Our approach Direct Light VPL Cluster Receiver Pixel
8
Our algorithm steps: Step 1: Render the scene by direct lighting and at the same time generate the VPLs. Step 2: GPU-based clustering of VPLs VALs Step 3: For each VAL, approximate the visibility function Based on convolution shadow map [Our SIG08 Paper] Step 4: Per-pixel rendering: visibility based on VALs and shading based on all VPLs.
9
Intended Results selling points –Real-time practical indirect lighting rendering for fully dynamic scene –Novel Virtual Area Light (VAL) concept applied into indirect lighting. –Our GPU-based clustering method is simple && practical, which can be applied in lots of graphics cases. who might be interested? –Game/Film-tech developers
10
Example images
11
Validation Side-by-side Comparison –Path tracing (ground truth) –Traditional instant radiosity methods (VPLs) Perception experiment?
12
Major Steps project team –Zhao, Tobias, Thorsten, Jan Current status: –We have the code ready for step 1 and 4 –We have verified the kernel part for step 2 and 3 Unknown: Good clustering criterion, need experiments which supporting algorithms are needed? –Good k-means clustering criterion we want to get a square area from a group of points. required hardware –Powerful PC equipped with powerful GPU
13
Questions and suggestions? Possible venue: –EG09, I3D09? Any suggestions? Gracious Thanks
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.