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Published byAlice Reed Modified over 9 years ago
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Realishtime Radiosity And Next Shooter Selection Jeff Pool COMP 870 Final December 4, 2008 UNC Dept. of Computer Science
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Approaches to Radiosity CPU matrix solving GPU gathering GPU scattering GPU scatter/gathering Hemicubes Hemispheres
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I tried: GPU gathering Hemicubes – 5 renders per subelement – No form factor calculations, though FBOs Hemispheres Scatter/Gather
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Approach 1 - Hemicubes Gathering – 50x50 elements Hemicubes – 5 renders per element CPU processing – Bandwidth issues ~24 hours
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Approach 2 – Hemicubes w/ FBO Gathering Hemicubes FBO – No sending data back and forth ~5 minutes
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Approach 3 – Coombe, et al. Scatter/Gather Hemispheres FBO ~1/2 second
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Key Points ID Buffer Hemispheres Progressive refinement – Next shooter selection – (fp MipMap generation) Texture packing for residual/full textures – (HW now has MRT)
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ID Buffer Elements rendered with ID colors for visibility (hard part of form factors) Correlated to hemisphere rendered by shooter
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Hemispheres Only one pass, not 5 Can be some distortion, so target framebuffer must be large for accurate visibility
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ID texture size
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Shooting Pass Scene rendered into hemisphere by shooter Each element is rendered as a quad Per fragment: – Form factor computation – Visibility = Idcolor==hemisphere(projectedPos) – Energy = FF * Reflectance * Visibility
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Updating the elements Easy: Blend 1 + 1 (src + dst) = additive rendering Render to multiple targets – residual AND full Shooter’s residual framebuffer is simply cleared
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Next Shooter Selection Trivial to select element with most energy left – Multiply lowest mipmap level by area HOWEVER, two things to consider – Visual impact of color bleeding – Frame-frame coherence
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Problem #1 Importance of color over brightness 6 shots over 64x64 (~0.3 seconds)
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Problem #2 Note the flickering as the light source descends, which can be pretty distracting
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Problem #2 (2)
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Different Preference Measures Sum of components Max of components Variance (+mean) Luminance
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SO: Radiosity at realtime framerates (1-10 fps) Quality tradeoffs for speed: – Size of hemisphere texture – Subdivision size – Aggregate shooting Preferential next shooter selection – Brightness – Color – Coherence
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