{"title":"在GPU上的光场传播和渲染","authors":"J. Mortensen, Pankaj Khanna, M. Slater","doi":"10.1145/1294685.1294688","DOIUrl":null,"url":null,"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.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Light field propagation and rendering on the GPU\",\"authors\":\"J. Mortensen, Pankaj Khanna, M. Slater\",\"doi\":\"10.1145/1294685.1294688\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":325699,\"journal\":{\"name\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"volume\":\"41 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-10-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1294685.1294688\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1294685.1294688","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.