Micro-rendering for scalable, parallel final gathering

Micro-rendering for scalable, parallel final gathering
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用于可扩展、并行最终聚集的微渲染

DOI:
10.1145/1618452.1618478
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发表时间:
2009
影响因子:
6.2
通讯作者:
Ritschel T
Ritschel T
中科院分区:
计算机科学1区
文献类型:
--
作者:
Ritschel T

文献摘要

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最近的动态场景全局照明方法通过使用对几何形状、照明或两者的粗略近似来实现交互式帧速率,这限制了场景的复杂性和渲染质量。复杂场景的高质量全局光照渲染仍然局限于基于光线跟踪的方法。虽然概念上简单,但这些技术在计算上是昂贵的。我们提出了一个有效的和可扩展的方法来计算复杂和动态场景的全局照明解决方案在交互速率。我们的方法是基于完全在GPU上运行的并行最终聚集。在每一个最终的聚集位置,我们执行微渲染:我们遍历和光栅分层基于点的场景表示到一个重要性扭曲的微缓冲区,这允许BRDF重要性采样。使用微缓冲器在每个聚集位置处计算最终反射辐射率,然后将其存储在图像空间中。我们可以通过降低采集位置的采样率并结合双边上采样来换取速度。我们证明了我们的方法的适用性,互动的全球照明,模拟多个间接反弹,并最终收集光子地图。
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. Our method is based on parallel final gathering running entirely on the GPU. At each final gathering location we performmicro-rendering:we traverse and rasterize a hierarchical point-based scene representation into an importance-warpedmicro-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, and to final gathering from photon maps.