Light field propagation and rendering on the GPU

J. Mortensen, Pankaj Khanna, M. Slater
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引用次数: 4

Abstract

This paper describes an algorithm that provides fast propagation and real-time walkthrough for globally illuminated synthetic scenes. A type of light field data structure is used for propagating radiance outward from emitters through the scene, accounting for any kind of L(S|D) light path. The light field employed is constructed by choosing a regular point subdivision over a hemisphere, to give a set of directions, and then corresponding to each direction there is a rectangular grid of parallel rays. Each rectangular grid of rays is further subdivided into rectangular tiles, such that each tile references a sequence of 2D images containing outgoing radiances of surfaces intersected by the rays in that tile. We present a novel propagation algorithm running entirely on the Graphics Processing Unit (GPU). It is incremental in that it can resolve visibility along a set of parallel rays in O(n) time and can produce a light field for a moderately complex scene - with complex illumination stored in millions of elements - in minutes and for simpler scenes in seconds. It is approximate but gracefully converges to a correct solution as verified by comparing images with path traced counterparts. We show how to render globally lit images directly from the GPU data structure without CPU involvement at real-time frame rates and high resolutions.
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在GPU上的光场传播和渲染
本文提出了一种全局照明合成场景快速传播和实时演练的算法。一种光场数据结构用于从发射器向外传播辐射通过场景,用于任何类型的L(S|D)光路。所使用的光场是通过在一个半球上选择一个规则的点细分来构造的,给出一组方向,然后对应于每个方向有一个平行光线的矩形网格。每个射线的矩形网格进一步细分为矩形瓦片,使得每个瓦片引用一系列2D图像,其中包含由该瓦片中的射线相交的表面的出射辐射。我们提出了一种完全在图形处理单元(GPU)上运行的新型传播算法。它是增量的,因为它可以在O(n)时间内解决一组平行光线的可见性,并且可以在几分钟内产生中等复杂场景的光场-复杂的照明存储在数百万个元素中-对于更简单的场景,可以在几秒钟内产生光场。它是近似的,但优雅地收敛到一个正确的解决方案,通过比较图像与路径跟踪对应的验证。我们展示了如何在实时帧率和高分辨率下直接从GPU数据结构渲染全局光照图像,而无需CPU参与。
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