Recent approaches to global illumination for dynamic scenes achieve interactive frame-rates by using coarse approximations to geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality global illumination renderings of complex scenes are still limited to methods based on ray tracing. While conceptually simple, these techniques are computationally expensive. We present an efficient and scalable method to compute global illumination solutions at interactive rates for complex and dynamic scenes. It is based on parallel final gathering, running entirely on the GPU. At each final gathering location, we perform micro-rendering: we traverse and rasterize a hierarchical point-based scene representation into an importance-warped micro-buffer, which allows for BRDF importance sampling. The final reflected radiance is computed at each gathering location using the micro-buffers and is then stored in image-space. We can trade quality for speed by reducing the sampling rate of the gathering locations in conjunction with bilateral upsampling. We demonstrate the applicability of our method to interactive global illumination, the simulation of multiple indirect bounces, as well as final gathering from photon maps.
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Tobias Ritschel, Thomas Engelhardt, Thorsten Grosch, Hans-Peter Seidel, Jan Kautz, Carsten Dachsbacher
Micro-Rendering for Scalable, Parallel Final Gathering
ACM Trans. Graph. 28 (5) (Proc. SIGGRAPH Asia 2009)
@article{Ritschel:2009:Microrendering,
author = {Tobias Ritschel and
Thomas Engelhardt and
Thorsten Grosch and
Hans-Peter Seidel and
Jan Kautz and
Carsten Dachsbacher
},
title = {Micro-Rendering for Scalable, Parallel Final Gathering},
journal = {ACM Trans. Graph. (Proc. SIGGRAPH Asia 2009)},
year = {2009},
volume = {28},
number = {5}
}
This work has been partially funded ...
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