Download presentation
Presentation is loading. Please wait.
Published byBaldric Patterson Modified over 9 years ago
1
Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods
2
Glossy Inter-reflections 2
3
Glossy VPL Emission: Illumination Spikes 3
4
BRDF lobe at the VPL location 4 Glossy Diffuse
5
Common solution: Clamp contribution 5 Clamping xx spike! p As || p – x || → 0, VPL contribution → ∞
6
Energy Loss with Virtual Point Lights 6 Clamping causes energy lossReference
7
Compute the missing components by path tracing [Kollig and Keller 2004] Glossy scenes –As slow as path-tracing everything Clamping Compensation 7 Path traced compensation: 3.5 hoursReference
8
Integration instead of point sampling Virtual Spherical Light 8 VSL: 4 minutesReference
9
Recall: Emission Distribution of a VPL 9 Spike!
10
What happens as #lights ? 10 Spiky lights converge to a continuous function!
11
Idea: We want a “virtual area light” 11 Aggregate incoming illumination Aggregate outgoing illumination “Virtual area light” Problem: What if surface is not flat?
12
12 Expand Point into Sphere x p l Non-zero radius (r) Ω Integration over non-zero solid angle
13
13 Light Contribution x p l Non-zero radius (r) Ω Integration over non-zero solid angle
14
Stratified Monte Carlo in a shader Computing the VSL integral BRDF 1 sampling BRDF 2 sampling Cone sampling Combined sampling
15
Results: Kitchen Most of the scene lit indirectly Many materials glossy and anisotropic Clamped VPLs 34 sec (GPU) – 2000 lights New VSLs: 4 min 4 sec (GPU) – 10000 lights Path tracing: 316 hours (8 cores) 15
16
Results: Anisotropic Tableau Difficult case Standard VPLs capture almost no indirect illumination Clamped VPLs: 32 sec (GPU) – 1000 lights New VSLs: 1 min 44 sec (GPU) – 5000 lights Path tracing: 2.2 hours (8 cores) 16
17
Limitation: Blurring VSLs can blur illumination Converges as number of lights increases 5,000 lights - blurred 17 1,000,000 lights - converged
18
18 Error Images (Indirect Only) ground truth clamped VPL error VSL error
19
19 Ray/Beam Lights [Novák et al 2012] virtual point lightsvirtual ray lightsvirtual beam lights
20
Average separate runs of many-light method while increasing clamping constant 20 Progressive Clamping [Davidovič and Georgiev 2012] path tracermany-light many averaged many-light solutions with progressive clamping
21
Virtual Spherical Lights (VSLs) –Integration instead of point-sampling –No spikes, no clamping necessary –Improve practicality of many lights for real scenes 21 Conclusion
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.