“Real-time global illumination by precomputed local reconstruction from sparse radiance probes” – ACM SIGGRAPH HISTORY ARCHIVES

“Real-time global illumination by precomputed local reconstruction from sparse radiance probes”

  • 2017 SA Technical Papers_Silvennoinen_Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes

Conference:


Type(s):


Title:

    Real-time global illumination by precomputed local reconstruction from sparse radiance probes

Session/Category Title:   Rendering and Sampling


Presenter(s)/Author(s):



Abstract:


    We present a direct-to-indirect transport technique that enables accurate real-time rendering of indirect illumination in mostly static scenes of complexity on par with modern games while supporting fully dynamic lights, cameras and diffuse surface materials. Our key contribution is an algorithm for reconstructing the incident radiance field from a sparse set of local samples — radiance probes — by incorporating mutual visibility into the reconstruction filter. To compute global illumination, we factorize the direct-to-indirect transport operator into global and local parts, sample the global transport with sparse radiance probes at real-time, and use the sampled radiance field as input to our precomputed local reconstruction operator to obtain indirect radiance. In contrast to previous methods aiming to encode the global direct-to-indirect transport operator, our precomputed data is local in the sense that it needs no long-range interactions between probes and receivers, and every receiver depends only on a small, constant number of nearby radiance probes, aiding compression, storage, and iterative workflows. While not as accurate, we demonstrate that our method can also be used for rendering indirect illumination on glossy surfaces, and approximating global illumination in scenes with large-scale dynamic geometry.

References:


    1. Okan Arikan, David A. Forsyth, and James F. O’Brien. 2005. Fast and Detailed Approximate Global Illumination by Irradiance Decomposition. ACM Trans. Graph. 24, 3 (July 2005), 1108–1114.
    2. R. Basri and D. W. Jacobs. 2003. Lambertian reflectance and linear subspaces. IEEE Transactions on Pattern Analysis and Machine Intelligence 25, 2 (Feb 2003), 218–233.
    3. Chris Buehler, Michael Bosse, Leonard McMillan, Steven Gortler, and Michael Cohen. 2001. Unstructured Lumigraph Rendering. In Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’01). ACM, New York, NY, USA, 425–432.
    4. Jin-Xiang Chai, Xin Tong, Shing-Chow Chan, and Heung-Yeung Shum. 2000. Plenoptic sampling. In Proc. ACM SIGGRAPH 2000. 307–318.
    5. Per Christensen. 2008. Point-Based Approximate Color Bleeding. Pixar Technical Memo #08–01. (2008).
    6. Per H. Christensen and Wojciech Jarosz. 2016. The Path to Path-Traced Movies. Foundations and Trends? in Computer Graphics and Vision 10, 2 (2016), 103–175.
    7. Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, and Elmar Eisemann. 2011. Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview. In Symposium on Interactive 3D Graphics and Games (I3D ’11). ACM, New York, NY, USA, 207–207.
    8. Holger Dammertz, Daniel Sewtz, Johannes Hanika, and Hendrik P. A. Lensch. 2010. Edge-avoiding À-Trous wavelet transform for fast global illumination filtering. In Proc. High Performance Graphics 2010. 67–75.
    9. Frédo Durand, Nicolas Holzschuch, Cyril Soler, Eric Chan, and François X. Sillion. 2005. A Frequency Analysis of Light Transport. ACM Trans. Graph. 24, 3 (2005), 1115–1126.
    10. Kevin Egan, Florian Hecht, Frédo Durand, and Ravi Ramamoorthi. 2011. Frequency Analysis and Sheared Filtering for Shadow Light Fields of Complex Occluders. ACM Trans. Graph. 30, 2 (2011), 9:1–9:13.
    11. Kevin Egan, Yu-Ting Tseng, Nicolas Holzschuch, Frédo Durand, and Ravi Ramamoorthi. 2009. Frequency Analysis and Sheared Reconstruction for Rendering Motion Blur. ACM Trans. Graph. 28, 3 (2009), 93:1–93:13.
    12. Steven Gortler, Radek Grzeszczuk, Richard Szeliski, and Michael Cohen. 1996. The Lumigraph. In Proc. SIGGRAPH ’96. 43–54.
    13. Gene Greger, Peter Shirley, Philip M. Hubbard, and Donald P. Greenberg. 1998. The Irradiance Volume. IEEE Comput. Graph. Appl. 18, 2 (March 1998), 32–43.
    14. Miloš Hašan, Fabio Pellacini, and Kavita Bala. 2006. Direct-to-indirect Transfer for Cinematic Relighting. ACM Trans. Graph. 25, 3 (July 2006), 1089–1097.
    15. J Hooker. 2016. Volumetric Global Illumination at Treyarch. Advances in Real-Time Rendering Course.
    16. Johannes Jendersie, David Kuri, and Thorsten Grosch. 2016. Precomputed Illuminance Composition for Real-time Global Illumination. In Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D ’16). ACM, New York, NY, USA, 129–137.
    17. Janne Kontkanen, Jussi Räsänen, and Alexander Keller. 2004. Irradiance Filtering for Monte Carlo Ray Tracing. In Monte Carlo and Quasi-Monte Carlo Methods 2004. Springer, 259–272.
    18. Janne Kontkanen, Emmanuel Turquin, Nicolas Holzschuch, and François X. Sillion. 2006. Wavelet Radiance Transport for Interactive Indirect Lighting. In Proceedings of the 17th Eurographics Conference on Rendering Techniques (EGSR ’06). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 161–171.
    19. Jaroslav Křivánek, Pascal Gautron, Sumanta Pattanaik, and Kadi Bouatouch. 2005. Radiance caching for efficient global illumination computation. IEEE Trans. Vis. and Compu. Graph., 11, 5 (2005), 550–561.
    20. Jaroslav Křivánek, Pascal Gautron, Kadi Bouatouch, and Sumanta Pattanaik. 2005. Improved Radiance Gradient Computation. In Proceedings of the 21st Spring Conference on Computer Graphics (SCCG ’05). 155–159.
    21. Jaakko Lehtinen, Timo Aila, Jiawen Chen, Samuli Laine, and Frédo Durand. 2011. Temporal Light Field Reconstruction for Rendering Distribution Effects. ACM Trans. Graph. 30, 4 (2011), 55:1–55:12.
    22. Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, Frédo Durand, François X. Sillion, and Timo Aila. 2008. Ameshless hierarchical representation for light transport. ACM Trans. Graph. 27, Article 37 (August 2008), 37:1–37:9 pages. Issue 3.
    23. Bradford J. Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, and Peter-Pike Sloan. 2011. Modular Radiance Transfer. In Proceedings of the 2011 SIGGRAPH Asia Conference (SA ’11). ACM, New York, NY, USA, Article 178, 10 pages.
    24. Sam Martin. 2010. A Real Time Radiosity Architecture for Video Games. Advances in Real-Time Rendering Course.
    25. Morgan McGuire, Michael Mara, Derek Nowrouzezahrai, and David Luebke. 2017. Real-Time Global Illumination using Precomputed Light Field Probes. In I3D 2017. 11. http://graphics.cs.williams.edu/papers/LightFieldI3D17
    26. Ravi Ramamoorthi and Pat Hanrahan. 2001. An Efficient Representation for Irradiance Environment Maps. In Proceedings of the ACM SIGGRAPH conference. ACM.
    27. Tobias Ritschel, Thomas Engelhardt, Thorsten Grosch, Hans-Peter Seidel, Jan Kautz, and Carsten Dachsbacher. 2009. Micro-Rendering for Scalable, Parallel Final Gathering. ACM Trans. Graph. 28, 5 (2009), 132:1–132:8.
    28. Jorge Schwarzhaupt, Henrik Wann Jensen, and Wojciech Jarosz. 2012. Practical Hessian-Based Error Control for Irradiance Caching. ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia) 31, 6 (Nov. 2012).
    29. Peter-Pike Sloan. 2008. Stupid Spherical Harmonics (SH) Tricks. (2008). www.ppsloan.org/publications/StupidSH36.pdf
    30. Peter-Pike Sloan, Jesse Hall, John Hart, and John Snyder. 2003. Clustered Principal Components for Precomputed Radiance Transfer. ACM Transactions on Graphics 22, 3 (July 2003). Proceedings of the ACM SIGGRAPH conference.
    31. Peter-Pike Sloan, Jan Kautz, and John Snyder. 2002. Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments. ACM Transactions on Graphics 21, 3 (2002). Proceedings of the ACM SIGGRAPH conference.
    32. Bruce Walter, Stephen R. Marschner, Hongsong Li, and Kenneth E. Torrance. 2007. Microfacet Models for Refraction Through Rough Surfaces. In Proceedings of the 18th Eurographics Conference on Rendering Techniques (EGSR’07). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 195–206.
    33. Gregory J. Ward and Paul Heckbert. 1992. Irradiance gradients. In Proc. Eurographics Workshop on Rendering ’92. 85–98.
    34. Gregory J. Ward, Francis M. Rubinstein, and Robert D. Clear. 1988. A ray tracing solution for diffuse interreflection. In Proc. ACM SIGGRAPH ’88. 85–92.


ACM Digital Library Publication:



Overview Page:



Submit a story:

If you would like to submit a story about this presentation, please contact us: historyarchives@siggraph.org