Spherical Gaussian‐based Lightcuts for Glossy Interreflections. (8th May 2020)
- Record Type:
- Journal Article
- Title:
- Spherical Gaussian‐based Lightcuts for Glossy Interreflections. (8th May 2020)
- Main Title:
- Spherical Gaussian‐based Lightcuts for Glossy Interreflections
- Authors:
- Huo, Y.C.
Jin, S.H.
Liu, T.
Hua, W.
Wang, R.
Bao, H.J. - Abstract:
- Abstract: It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy virtual lights to avoid spikes as well as reduce clamping errors. Directly gathering contributions from these glossy virtual lights to each pixel in a pairwise way is very inefficient. In this paper, we propose an adaptive algorithm with tighter error bounds to efficiently compute glossy interreflections from glossy virtual lights. This approach is an extension of the Lightcuts that builds hierarchies on both lights and pixels with new error bounds and new GPU‐based traversal methods between light and pixel hierarchies. Results demonstrate that our method is able to faithfully and efficiently compute glossy interreflections in scenes with highly glossy and spatial varying reflectance. Compared with the conventional Lightcuts method, our approach generates lightcuts with only one‐fourth to one‐fifth light nodes therefore exhibits better scalability. Additionally, after being implemented on GPU, our algorithms achieve a magnitude of faster performance than the previous method. Abstract : It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy virtual lights to avoid spikes as well asAbstract: It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy virtual lights to avoid spikes as well as reduce clamping errors. Directly gathering contributions from these glossy virtual lights to each pixel in a pairwise way is very inefficient. In this paper, we propose an adaptive algorithm with tighter error bounds to efficiently compute glossy interreflections from glossy virtual lights. This approach is an extension of the Lightcuts that builds hierarchies on both lights and pixels with new error bounds and new GPU‐based traversal methods between light and pixel hierarchies. Results demonstrate that our method is able to faithfully and efficiently compute glossy interreflections in scenes with highly glossy and spatial varying reflectance. Compared with the conventional Lightcuts method, our approach generates lightcuts with only one‐fourth to one‐fifth light nodes therefore exhibits better scalability. Additionally, after being implemented on GPU, our algorithms achieve a magnitude of faster performance than the previous method. Abstract : It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy virtual lights to avoid spikes as well as reduce clamping errors. Directly gathering contributions from these glossy virtual lights to each pixel in a pairwise way is very inefficient. In this paper, we propose an adaptive algorithm with tighter error bounds to efficiently compute glossy interreflections from glossy virtual lights. This approach is an extension of the Lightcuts that builds hierarchies on both lights and pixels with new error bounds and new GPU‐based traversal methods between light and pixel hierarchies. Results demonstrate that our method is able to faithfully and efficiently compute glossy interreflections in scenes with highly glossy and spatial varying reflectance. Compared with the conventional Lightcuts method, our approach generates lightcuts with only one‐fourth to one‐fifth light nodes therefore exhibits better scalability. Additionally, after being implemented on GPU, our algorithms achieve a magnitude of faster performance than the previous method. … (more)
- Is Part Of:
- Computer graphics forum. Volume 39:Number 6(2020)
- Journal:
- Computer graphics forum
- Issue:
- Volume 39:Number 6(2020)
- Issue Display:
- Volume 39, Issue 6 (2020)
- Year:
- 2020
- Volume:
- 39
- Issue:
- 6
- Issue Sort Value:
- 2020-0039-0006-0000
- Page Start:
- 192
- Page End:
- 203
- Publication Date:
- 2020-05-08
- Subjects:
- ray tracing -- rendering -- global illumination
Computer graphics -- Periodicals
006.605 - Journal URLs:
- http://onlinelibrary.wiley.com/doi/10.1111/j.1467-8659.1982.tb00001.x/abstract ↗
http://onlinelibrary.wiley.com/ ↗
http://www.blackwell-synergy.com/servlet/useragent?func=showIssues&code=cgf ↗ - DOI:
- 10.1111/cgf.14011 ↗
- Languages:
- English
- ISSNs:
- 0167-7055
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3393.982000
British Library DSC - BLDSS-3PM
British Library STI - ELD Digital store - Ingest File:
- 23677.xml