Multimesh caching and hardware sampling for progressive and interactive rendering

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Multimesh caching and hardware sampling for progressive and interactive rendering

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walkthrough. of. triangulated scenes. area light sources. on a single PC with. soft shadows. indirect lighting. no long preprocessing. The problem ... –

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Title: Multimesh caching and hardware sampling for progressive and interactive rendering


1
Multi-mesh caching and hardware sampling for
progressive and interactive rendering
  • Gabriel Fournier and Bernard Péroche

2
Introduction
  • Our Goal
  • Interactive rendering
  • a few images/sec
  • walkthrough
  • of
  • triangulated scenes
  • area light sources
  • on a single PC with
  • soft shadows
  • indirect lighting
  • no long preprocessing

3
The problem
  • Full lighting computations for each pixel
  • ? Too long for interactive time
  • Solutions
  • Lighting computations for only a few pixels
  • Speed up and adaptation of light sampling
  • Progressive improvement of the image quality

4
Outline of the presentation
  • Previous work
  • Our method
  • Overview
  • Multi mesh
  • Mesh subdivision
  • Hardware sampling
  • Results and discussions
  • Future work

5
Cache of samples
  • Lighting cached ? Re-used from frame to frame
  • Object space partition cache
  • Irradiance caching (Ward et al. 1988), Light
    vectors (Zaninetti and Péroche 1998)
  • Complex interpolations
  • Image cache
  • Render cache (Walter et al. 1998),
  • Missing pixels (Render cache),
  • Tapestry (Simmons and Séquin - 2000)
  • First frames with inexact geometry
  • Object space cache
  • On the geometry Shading cache (Tole et al
    2002)

6
Lighting sampling
  • What is sampled and interpolated ?
  • Single global lighting value
  • Shading cache (Tole et al. - 2002)
  • Limited re-use of cached value
  • Sampling density
  • Multiple lighting values (direct, indirect,
    caustic radiance)
  • Light vectors (Zaninetti and Péroche - 1998)
  • No method with multiple values cached on the
    geometry

7
Indirect lighting sampling
  • Direct irradiance required on CPU
  • Costly if many area lights (100 rays per light)
  • Direct irradiance should be cached
  • to be re-used during indirect irradiance sampling

8
Overview
  • Object space cache triangle mesh over the
    geometry
  • ?hardware rendering, fast subdivisions and
    interpolations
  • Multiple meshes separate storage of
  • direct irradiance from each light source
  • indirect irradiance
  • ? Re-use of already computed values
  • Direct diffuse irradiance for the indirect one
  • Diffuse radiance from the previous frames
  • Multi-pass rendering color / direct radiance /
    indirect radiance
  • ? interactivity, progressiveness

9
Framework
CPU
GPU
User interaction
Geometrical
Rendering of ID
Mesh
Visible triangles
set
Rendering of
construction
material reflectance
properties
Rendering of
radiance
Irradiance sampling
Rendering of the
final image
10
Multiple meshes
  • Triangular mesh
  • Simple interpolations
  • Fast subdivision
  • Fast ray tracing
  • OpenGL primitive

Geometry mesh
Indirect irradiance mesh
Direct irradiance meshes for each light source
Direct diffuse radiance mesh
11
Mesh example
12
Direct irradiance caching
  • Each light source sampled and cached separately
  • Reduce the number of samples

13
Subdivision element choice
Element to subdivide
  • Priority stored in the mesh tree leaves
  • visible size of the triangle
  • maximum radiance contrast on its edge
  • 0 if the triangle should not be subdivided

Priority max(sons priority)
Radiance mesh

Geometry mesh

14
Subdivision criteria
Radiance
  • Subdivision of a triangle if
  • it has more than 3 visible pixels
  • and
  • it is too big
  • or
  • it has at least 2 required vertices
  • sampled ! interpolated
  • or
  • it has one edge with visible
  • T-vertices

Sampled radiance
A
M required vertex
Interpolated radiance
B
A
B
M
T-vertex
N
D
C
15
Subdivision radiance difference
  • Subdivision only if there might be a visible
    difference
  • Tone mapping of the values ?on screen color
  • Use of an experimentally built map to get the
    maximum authorized difference

16
Sampling density
17
Area light source sampling
  • Small light source bounding frustum
  • Hardware rendering on a small image
  • Texture mapping to weight each pixel
  • Multiple passes to sum the image until it is
    small enough to be read back
  • Faster than ray tracing
  • Frees up the CPU

18
Indirect lighting sampling
  • Only 1 bounce indirect diffuse radiance being
    sampled
  • Rendering of a low detail version of the diffuse
    direct radiance mesh
  • Small part of the incoming irradiance is missing
  • 160 field of view

19
Final image generation
Screen
GPU
CPU
1x /frame
Scene description
Rendered 3x15x /s
Updated 20x /s
Irradiance of each light sources
Updated 3x /s
Indirect diffuse irradiance
20
Results
21
Discussion
  • Pros
  • Interactivity with exact geometry
  • Exact soft shadows
  • We save some computations compared to the Shading
    cache method
  • Cons
  • Indirect lighting quite limited, still slow
  • High memory cost 200 MB for the 8000 triangles
    scene
  • Non real time

22
Conclusion and future work
  • Include missing part of radiance (indirect
    specular, caustic and indirect with more bounces)
  • Include a visual model to better tune the
    subdivision of the mesh (priority, precision)
  • Optimize and increase the quality of indirect
    lighting computations

23
Questions ?
24
References
  • Ward, Rubinstein, Clear. 1988. A ray tracing
    solution for diffuse interreflection. In Computer
    Graphics (Proceedings of SIGGRAPH 88), vol. 22,
    8592.
  • Zaninetti, Serpaggi, Péroche. 1998. A vector
    approach for global illumination in ray tracing.
    Computer GRaphics Forum, 17(3)149-158, 1998
  • Simmons, Séquin. 2000. Tapestry A dynamic
    mesh-based display representation for interactive
    rendering. In Rendering Techniques 2000 11th
    Eurographics Workshop on Rendering, 329340.
  • Tole, Pellacini, Walter, P. Greenberg. 2002.
    Interactive global illumination in dynamic
    scenes. ACM transactions on graphics, 21(3)
    537-546, July 2002
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