Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm - PowerPoint PPT Presentation

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Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm

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Title: A Novel Hemispherical Basis for Accurate and Efficient Rendering Author: Pascal Last modified by: pgautron Created Date: 6/3/2004 3:05:38 PM – PowerPoint PPT presentation

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Title: Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm


1
Radiance Cache SplattingA GPU-Friendly Global
Illumination Algorithm
  • P. Gautron J. Krivánek
  • K. Bouatouch S. Pattanaik

2
Global Illumination
Why?
3
Global Illumination
How?
Lo(P, ?o)
BRDF(?o, ?i) cos(?)d?i
4
Global Illumination
How?
Lo(P, ?o)
BRDF(?o, ?i) cos(?)d?i
No analytical solution
Numerical methods
- Radiosity
- Photon mapping
- Path tracing
- Bidirectional path tracing
- Irradiance Radiance caching
-
5
GPUs
Speed
6
GPUs
Versatility
Linear algebra
Fluid dynamics
Signal processing
Databases

And graphics!
7
Global Illumination GPUs
CPU
8
Global Illumination GPUs
Previous work
9
Contributions
A reformulation of (Ir)Radiance caching
- No complex data structure
- Fast, image-space (ir)radiance interpolation
- Fast approximation of hemisphere sampling
for fast and easy GPU implementation
10
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
Results
Conclusion Future Work
11
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
Results
Conclusion Future Work
12
Irradiance Caching
Sparse computation of indirect diffuse lighting
?
?
13
Irradiance Caching
Sparse computation of indirect diffuse lighting
14
Irradiance Caching
Sparse computation of indirect diffuse lighting
Interpolation
15
Interpolation
E
16
Interpolation
S k / wk(P) gt 1/a
17
Radiance Caching
Extension of irradiance caching to glossy
interreflections
Cache directional distribution of light
18
Radiance Caching
Extension of irradiance caching to glossy
interreflections
Cache directional distribution of light
Hemispherical Harmonics
19
Radiance Caching
?
HSH Incident Radiance
HSH BRDF
20
Implementation
Cache Record Computation
Ray tracing
?
?
21
Implementation
Cache storage
4
6
1
10
8
2
3
11
3
13
2
4
5
6
7
12
8
9
10
11
12
13
9
1
5
7
22
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
Results
Conclusion Future Work
23
(Ir)Radiance Caching vs GPU
(Ir)Radiance Caching
GPU
?
Ray tracing
Rasterization
Cache stored in tree
1/2/3D textures
Spatial queries
Texture lookups
24
Reformulation
Our method
25
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
From octree to splatting
From ray tracing to rasterization
Overall algorithm
Results
Conclusion Future Work
26
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
From octree to splatting
From ray tracing to rasterization
Overall algorithm
Results
Conclusion Future Work
27
From Octree to Splatting
Irradiance Interpolation
S k / wk(P) gt 1/a
28
From Octree to Splatting
Irradiance Caching Weighting Function
Normals divergence
Distance
29
From Octree to Splatting
Simplified Weighting Function
P
Pk
Normals divergence
Distance
30
From Octree to Splatting
Simplified Weighting Function
P
Pk
Normals divergence
Distance
31
From Octree to Splatting
Simplified Weighting Function
P
Pk
aRk
32
From Octree to Splatting
Principle
33
From Octree to Splatting
Principle
34
From Octree to Splatting
Principle
wk(P)gt1/a ?
35
From Octree to Splatting
Principle
wk(P)E(P)
wk(P)
36
From Octree to Splatting
Principle
37
From Octree to Splatting
Principle
wk(P)E(P)
wk(P)
38
From Octree to Splatting
Final Image Generation
39
From Octree to Splatting
Example
40
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
From octree to splatting
From ray tracing to rasterization
Overall algorithm
Results
Conclusion Future Work
41
From Ray Tracing to Rasterization
CPU
42
From Ray Tracing to Rasterization
GPU
Simple plane sampling
43
From Ray Tracing to Rasterization
GPU
Simple plane sampling
??
44
From Ray Tracing to Rasterization
GPU
Simple plane sampling
45
From Ray Tracing to Rasterization
GPU
Simple plane sampling
Incoming radiance loss
46
From Ray Tracing to Rasterization
GPU
Our plane sampling
??
47
From Ray Tracing to Rasterization
GPU
Our plane sampling
Compensation of incoming radiance loss
48
Our plane sampling
Summary
3x more accurate than simple plane sampling
Plausible directional information
Easy implementation on GPU
49
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
From octree to splatting
From ray tracing to rasterization
Overall algorithm
Results
Conclusion Future Work
50
Algorithm
Step 1 information generation
GPU
51
Algorithm
Step 2 detection
CPU
?
52
Algorithm
Step 2 detection
CPU
GPU Hemisphere sampling
53
Algorithm
Step 2 detection
CPU
GPU Hemisphere sampling
?
54
Algorithm
Step 2 detection
CPU
?
55
Algorithm
Step 2 detection
CPU
56
Algorithm
Step 3 display
GPU
Matrices
Vertex Shader
Record information
57
Algorithm
Step 3 display
GPU
Fragment Shader
Record information
58
Algorithm
Step 3 display
GPU
Fragment Shader
59
Algorithm
Summary
No spatial data structure
Spatial queries replaced by splatting
Interpolation by blending
No quality loss compared to (Ir)Radiance Caching
No order constraint for image traversal
Can be implemented using native GPU features
60
Our renderer
Direct lighting
GPU per-pixel lighting shadow maps
CPU ray tracing
61
Outline
Introduction
Irradiance Radiance Caching
Our method Radiance Cache Splatting
Results
Conclusion Future Work
62
Results
Sibenik Cathedral (80K triangles)
63
Results
Sponza Atrium (66K triangles)
64
Results
Comparison with Radiance
Radiance Time
645 s
425 s
Our Renderer Time
13,7 s
14,3 s
Speedup
47,1
29,7
65
Results
From Irradiance to Radiance Caching Venus (24K
triangles)
66
Conclusion
Reformulation of (Ir)Radiance Caching
Speedup 29x 47x
Interactive or fast, high quality rendering
67
Future Work
Multiple bounces
Area light sources
All-Frequency BRDFs
More complex models
Better hemisphere sampling
68
Any questions?
Radiance Cache Splatting on the web
http//www.irisa.fr/siames/Pascal.Gautron/
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