Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media
نویسنده
چکیده
Visibility determination is one of the fundamental building blocks of photorealistic image synthesis. Light reflected at a shading point depends on light reflected from the visible scene surfaces and on the visible light sources in the environment. However, computing visibility is computational highly demanding and global illumination algorithms, such as final gathering and bias compensation for instant radiosity spend most of their rendering time thereon. In this thesis we strive to improve the rendering performance of the aforementioned algorithms and propose methods that on the one hand compute and store visibility efficiently and on the other hand use feasible visibility approximations without introducing noticeable artefacts. Therefore we investigate a (hemi-)spherical parametrization based on the octahedron for efficient storage of visibility at arbitrary shading points. Building on this foundation we then formulate a point-based rendering technique that efficiently computes (hemi-)spherical visibility for final gathering. The principles of epipolar geometry allow us to exploit visibility coherence and we show how to derive an optimised sampling strategy for single scattering from point light sources in homogeneous media. Combining single scattering from many (virtual) point lights make it possible to approximate global illumination with multiple scattering by instant radiosity complemented by bias compensation. The latter corrects illumination errors from Instant Radiosity and is computational highly demanding due to a high number of visibility evaluations. For better efficiency we propose the usage of various visibility approximations in participating media and investigate several integration strategies for optimal results. Finally, we demonstrate that compensation on surfaces can be accurately approximated by a simple image-space post-process that does not require any visibility evaluations at all.
منابع مشابه
Visually pleasing real-time global illumination rendering for fully-dynamic scenes
Global illumination (GI) rendering plays a crucial role in the photo-realistic rendering of virtual scenes. With the rapid development of graphics hardware, GI has become increasingly attractive even for real-time applications nowadays. However, the computation of physically-correct global illumination is time-consuming and cannot achieve real-time, or even interactive performance. Although the...
متن کاملApproximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
In this paper we present a novel method for high-quality rendering of scenes with participating media. Our technique is based on instant radiosity, which is used to approximate indirect illumination between surfaces by gathering light from a set of virtual point lights (VPLs). It has been shown that this principle can be applied to participating media as well, so that the combined single scatte...
متن کاملReal-time Indirect Illumination with Clustered Visibility
Visibility computation is often the bottleneck when rendering indirect illumination. However, recent methods based on instant radiosity have demonstrated that accurate visibility is not required for indirect illumination. To exploit this insight, we cluster a large number of virtual point lights – which represent the indirect illumination when using instant radiosity – into a small number of vi...
متن کاملReal-Time Global Illumination in Point Clouds
In this paper we present a real-time global illumination approach for illuminating scenes containing huge point clouds. Our GI approach is based upon the distribution of Virtual Point Lights (VPLs) in the scene, which are then used for the indirect illumination of the scene geometry, using Imperfect Shadow Maps for visibility calculation of the VPLs. We are able to render multiple indirect ligh...
متن کاملInstant Multiple Scattering for Interactive Rendering of Heterogeneous Participating Media
Rendering participating media with multiple scattering is costly and often even challenging for off-line methods. In this paper we present a novel method for efficiently rendering such effects that achieves interactive speed for dynamic scenes with both homogeneous and heterogeneous media. It is based on instant radiosity, which is typically used to approximate indirect illumination between sur...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2013