“Line space gathering for single scattering in large scenes” by Sun, Zhou, Lin and Guo

  • ©Xin Sun, Kun Zhou, Stephen Lin, and Baining Guo

Conference:


Type:


Title:

    Line space gathering for single scattering in large scenes

Presenter(s)/Author(s):



Abstract:


    We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting rays passing near to it, and by rapidly identifying such lighting rays in the scene. To facilitate the search for nearby lighting rays, we convert lighting rays and viewing rays into 6D points and planes according to their Plücker coordinates and coefficients, respectively. In this 6D line space, the problem of closest lines search becomes one of closest points to a plane query, which we significantly accelerate using a spatial hierarchy of the 6D points. This approach to lighting ray gathering supports complex light paths with multiple reflections and refractions, and avoids the use of a volume representation, which is expensive for large-scale scenes. This method also utilizes far fewer lighting rays than the number of photons needed in traditional volumetric photon mapping, and does not discretize viewing rays into numerous steps for ray marching. With this approach, results similar to volumetric photon mapping are obtained efficiently in terms of both storage and computation.

References:


    1. Basri, R., Hassner, T., and Zelnik-Manor, L. 2009. A general framework for approximate nearest subspace search. In IEEE Int. Workshop on Subspace Methods.Google Scholar
    2. Bittner, J. 2003. Hierarchical Techniques for Visibility Computations. PhD thesis, Department of Computer Science and Engineering, Czech Technical University.Google Scholar
    3. Chen, M., and Arvo, J. 2000. Theory and application of specular path perturbation. ACM Trans. Graph. 19, 4, 246–278. Google ScholarDigital Library
    4. Ernst, M., Akenine-Möller, T., and Jensen, H. W. 2005. Interactive rendering of caustics using interpolated warped volumes. In Proc. Graphics Interface (GI), 87–96. Google ScholarDigital Library
    5. Havran, V., Bittner, J., Herzog, R., and Seidel, H.-P. 2005. Ray maps for global illumination. In Eurographics Symposium on Rendering, 43–54. Google ScholarDigital Library
    6. Hou, Q., Sun, X., Zhou, K., Lauterbach, C., Manocha, D., and Guo, B. 2009. Memory-scalable gpu spatial hierarchy construction. Tech. rep., Microsoft Research Asia.Google Scholar
    7. Hu, W., Dong, Z., Ihrke, I., Grosch, T., Yuan, G., and Seidel, H.-P. 2010. Interactive volume caustics in single-scattering media. In I3D ’10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games, ACM, New York, NY, USA, 109–117. Google ScholarDigital Library
    8. Ihrke, I., Ziegler, G., Tevs, A., Theobalt, C., Magnor, M., and Seidel, H.-P. 2007. Eikonal rendering: efficient light transport in refractive objects. ACM Trans. Graph. 26, 3, 59. Google ScholarDigital Library
    9. Iwasaki, K., Dobashi, Y., and Nishita, T. 2002. An efficient method for rendering underwater optical effects using graphics hardware. Computer Graph. Forum 21, 4, 701–711.Google ScholarCross Ref
    10. Jarosz, W., Donner, C., Zwicker, M., and Jensen, H. W. 2008. Radiance caching for participating media. ACM Trans. Graph. 27, 1, 1–11. Google ScholarDigital Library
    11. Jarosz, W., Zwicker, M., and Jensen, H. W. 2008. The Beam Radiance Estimate for Volumetric Photon Mapping. Computer Graph. Forum 27, 2, 557–566.Google ScholarCross Ref
    12. Jensen, H. W., and Christensen, P. H. 1998. Efficient simulation of light transport in scences with participating media using photon maps. In Proc. ACM SIGGRAPH, 311–320. Google ScholarDigital Library
    13. Kajiya, J. T. 1986. The rendering equation. In Proc. ACM SIGGRAPH, 143–150. Google ScholarDigital Library
    14. Krüger, J., Bürger, K., and Westermann, R. 2006. Interactive screen-space accurate photon tracing on GPUs. In Rendering Techniques (Eurogr. Symp. Rendering – EGSR), 319–329. Google ScholarDigital Library
    15. Max, N. L. 1986. Atmospheric illumination and shadows. In Proc. ACM SIGGRAPH, 117–124. Google ScholarDigital Library
    16. Mitchell, D., and Hanrahan, P. 1992. Illumination from curved reflectors. In Proc. ACM SIGGRAPH, 283–291. Google ScholarDigital Library
    17. Moon, J. T., and Marschner, S. R. 2006. Simulating multiple scattering in hair using a photon mapping approach. ACM Trans. Graph. 25, 3, 1067–1074. Google ScholarDigital Library
    18. Papadopoulos, C., and Papaioannou, G. 2009. Realistic real-time underwater caustics and godrays. In Proc. GraphiCon, 89–95.Google Scholar
    19. Ren, Z., Zhou, K., Lin, S., and Guo, B. 2008. Gradient–based interpolation and sampling for real-time rendering of inhomogeneous, single-scattering media. Computer Graph. Forum 27, 7, 1945–1953.Google ScholarCross Ref
    20. Shreiner, D., Woo, M., Neider, J., and Davis, T. 2005. OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition). Addison-Wesley Professional. Google ScholarDigital Library
    21. Stolfi, J. 1988. Primitives for computational geometry. PhD thesis, Department of Computer Science, Stanford University, Stanford, CA, USA. Google ScholarDigital Library
    22. Sun, B., Ramamoorthi, R., Narasimhan, S. G., and Nayar, S. K. 2005. A practical analytic single scattering model for real time rendering. ACM Trans. Graph. 24, 3, 1040–1049. Google ScholarDigital Library
    23. Sun, X., Zhou, K., Stollnitz, E., Shi, J., and Guo, B. 2008. Interactive relighting of dynamic refractive objects. ACM Trans. Graph. 27, 3, 1–9. Google ScholarDigital Library
    24. Teller, S. 1992. Computing the antipenumbra of an area light source. In Computer Graphics, 139–148. Google ScholarDigital Library
    25. Walter, B., Zhao, S., Holzschuch, N., and Bala, K. 2009. Single scattering in refractive media with triangle mesh boundaries. ACM Trans. Graph. 28, 3, 1–8. Google ScholarDigital Library
    26. Wyman, C., and Ramsey, S. 2008. Interactive volumetric shadows in participating media with single-scattering. In IEEE Symp. Interactive Ray Tracing (IRT), 87–92.Google Scholar
    27. Zhou, K., Hou, Q., Gong, M., Snyder, J., Guo, B., and Shum, H.-Y. 2007. Fogshop: Real-time design and rendering of inhomogeneous, single-scattering media. In Proc. Pacific Conf. Comp. Graph. Appl. (PG), 116–125. Google ScholarDigital Library
    28. Zhou, K., Hou, Q., Wang, R., and Guo, B. 2008. Real-time kd-tree construction on graphics hardware. ACM Trans. Graph. 27, 5, 1–11. Google ScholarDigital Library
    29. Zhou, K., Ren, Z., Lin, S., Bao, H., Guo, B., and Shum, H.-Y. 2008. Real-time smoke rendering using compensated ray marching. ACM Trans. Graph. 27, 3, 1–12. Google ScholarDigital Library


ACM Digital Library Publication:



Overview Page: