Incremental Instant Radiosity for RealTime Indirect Illumination Samuli
- Slides: 26
Incremental Instant Radiosity for Real-Time Indirect Illumination Samuli Laine 1, 3 Hannu Saransaari 3 Janne Kontkanen 2, 3 Jaakko Lehtinen 3, 4 Timo Aila 1, 3 1 NVIDIA Research 2 PDI/Dream. Works 3 Helsinki University of Technology 4 Remedy Entertainment
Motivation • Indirect illumination looks good Direct + constant ambient Direct + 1 bounce indirect
Previous Work • Instant radiosity [Keller 97] • Interleaved sampling [Keller & Heidrich 01] – Hardware implementation [Segovia et al. 06] • Large-scale interactive indirect illumination – Ingo Wald’s Ph. D thesis [Wald 04] – Precomputed transport [Kristensen et al. 05] • Reflective shadow maps, Splatting indirect illumination [Dachsbacher&Stamminger 05] x 2
Instant Radiosity Howto • Trace light paths from light source • Place virtual point lights (VPLs) at intersections • Render scene, use VPLs as 180 o spots • Global illumination ensues
One-Bounce Indirect Illumination Tabellion and Lamorlette, SIGGRAPH 2004 • Officially close enough to full GI solution • Terminate light paths at first intersection
Baseline 1 -Bounce Instant Radiosity • Cast a bunch of rays from the light source – Rays must be distributed according to the emission function • At each hit point, construct a VPL – Render shadow map (paraboloid) – Yes, that’s a lot of shadow maps to render per frame • Gather illumination from all VPLs – Yes, that’s a lot of shadow map lookups per pixel
What to do?
The Recipe for Success Old ingredients • Instant radiosity with single bounce • Interleaved sampling • Paraboloid shadow mapping New ingredients • Reuse of VPLs • . . . and that’s about it
VPL Reuse • Reuse VPLs from previous frame – Generate as few new VPLs as possible – Stay within budget, e. g. 4 -8 new VPLs/frame + Benefit: Can reuse shadow maps! ! Disclaimer: Scene needs to be static § Note: Illumination does not lag behind
How To Reuse VPLs • Every frame, do the following: – Delete invalid VPLs – Reproject existing VPLs to a 2 D domain according to the new light source position – Delete more VPLs if the budget says so – Create new VPLs – Compute VPL intensities
2 D Domain for VPLs • Let’s concentrate on 180 o cosine-falloff spot lights for now • Nusselt analog Uniform distribution in unit disc = Cosine-weighted directional distribution
Reprojecting VPLs • • So we have VPLs from previous frame Discard ones behind the spot light Discard ones behind obstacles Reproject the rest
Spatial Data Structures • Compute Voronoi diagram and Delaunay triangulation for the VPL point set
Deleting VPLs • Greedily choose the ”worst” VPL = The one with shortest Delaunay edges
Generating New VPLs • Greedily choose the ”best” spot = The one with longest distance to existing VPLs
Computing VPL Intensities • Since our distribution may be nonuniform, weight each VPL according to Voronoi area
Omni Lights? ! • Perform all 2 D domain actions on the surface of unit sphere • Blunder in the paper – Surface of 3 D tetrahedralization = convex hull – Would’ve been a lot simpler and faster
Interleaved Sampling • Reduces the number of shadow map lookups per pixel • For each pixel, use a subset of all VPLs • Apply geometry-aware filtering
Results • 256 VPLs in all scenes • Budget: 4 -8 new VPLs per frame • Ge. Force 8800 GTX
Cornell Triangles: original tessellated 32 4. 4 k Resolution 1024× 7680 1600× 1200 Time (ms) 13. 9 26. 8 FPS 65. 1 29. 7
Maze Triangles: original tessellated 55 k 63 k Resolution 1024× 7680 1600× 1200 Time (ms) 15. 6 28. 6 FPS 49. 2 28. 5
Sibenik Triangles: original tessellated 80 k 109 k Resolution 1024× 7680 1600× 1200 Time (ms) 17. 0 30. 1 FPS 48. 6 25. 9
Limitations / Future Work • Not full GI – Well, we could use entire light paths, but that would lead to many faint VPLs – Feasible at some point in future • Diffuse surfaces only – Slightly glossy should work OK – Truly glossy won’t work
More Limitations / Future Work • Not view-dependent – Distributing VPLs should be based on visual importance – Insert heuristics here • Dynamic scenes non-trivial – The shadows are wrong for less than a second when the scene changes, but still. . . – Predictive VPL generation could help
Strengths • • No precomputation Dynamic objects can receive indirect light Real-time performance Simplicity
Thank You • Questions
- Global illumination radiosity
- Instant radiosity
- Optic section vs parallelepiped
- Radiosity in computer graphics
- Radiosity rendering
- Oliver franzke
- Real time radiosity
- Resolution sensitivity
- Ray tracing vs radiosity
- Radiosity rendering
- Samuli viitala
- Ray tracing soft shadows
- Samuli laine
- Parallelepiped illumination
- Global illumination algorithms
- Darkroom tiles
- Global illumination vray
- Local lighting model
- Ambient occlusion vs global illumination
- Illumination formula
- Vray irradiance map vs brute force
- Illumination concepts
- Illumination model in computer graphics
- Illumination engineering notes pdf
- Illumination monaco
- Laser illumination of aircraft
- Advanced global illumination