“Non-Diffuse Effects for Point-Based Global Illumination” by Wang, Meng and Boubekeur

  • ©Beibei Wang, Xiangxu Meng, and Tamy Boubekeur

  • ©Beibei Wang, Xiangxu Meng, and Tamy Boubekeur

  • ©Beibei Wang, Xiangxu Meng, and Tamy Boubekeur



Entry Number: 80


    Non-Diffuse Effects for Point-Based Global Illumination



    Point-Based Global Illumination (PBGI) [2008] is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh-less hierarchical data structure during a pre-process, while solving for visibility over this cache, at rendering time and for each receiver, using microbuffers, which are localized depth and color buffer inspired from real time rendering environments. As a result, noise free ambient occlusion, indirect soft shadows and color bleeding effects are computed efficiently for high resolution image output and in a temporally coherent fashion. We propose an evolution of this method to address the case of non-diffuse inter-reflections and refractions using wavelets instead of spherical harmonics (see Fig. 1). We also propose a new importance-driven adaptive microbuffer model to capture accurately incoming radiance at a point. Furthermore, we evaluate outgoing radiance using a fast wavelet radiance product, containing the memory footprint by encoding hierarchically the wavelets tree.

Additional Images:

©Beibei Wang, Xiangxu Meng, and Tamy Boubekeur


ACM Digital Library Publication:

Overview Page: