{"title":"用于动画模型直接照明的时间矢量化可见度","authors":"Zhenni Wang, Tze Yui Ho, Yi Xiao, Chi Sing Leung","doi":"10.1007/s41095-023-0339-3","DOIUrl":null,"url":null,"abstract":"<p>Direct illumination rendering is an important technique in computer graphics. Precomputed radiance transfer algorithms can provide high quality rendering results in real time, but they can only support rigid models. On the other hand, ray tracing algorithms are flexible and can gracefully handle animated models. With NVIDIA RTX and the AI denoiser, we can use ray tracing algorithms to render visually appealing results in real time. Visually appealing though, they can deviate from the actual one considerably. We propose a visibility-boundary edge oriented infinite triangle bounding volume hierarchy (BVH) traversal algorithm to dynamically generate visibility in vector form. Our algorithm utilizes the properties of visibility-boundary edges and infinite triangle BVH traversal to maximize the efficiency of the vector form visibility generation. A novel data structure, temporal vectorized visibility, is proposed, which allows visibility in vector form to be shared across time and further increases the generation efficiency. Our algorithm can efficiently render close-to-reference direct illumination results. With the similar processing time, it provides a visual quality improvement around 10 dB in terms of peak signal-to-noise ratio (PSNR) w.r.t. the ray tracing algorithm reservoir-based spatiotemporal importance resampling (ReSTIR).\n</p>","PeriodicalId":37301,"journal":{"name":"Computational Visual Media","volume":"6 1","pages":""},"PeriodicalIF":17.3000,"publicationDate":"2024-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Temporal vectorized visibility for direct illumination of animated models\",\"authors\":\"Zhenni Wang, Tze Yui Ho, Yi Xiao, Chi Sing Leung\",\"doi\":\"10.1007/s41095-023-0339-3\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Direct illumination rendering is an important technique in computer graphics. Precomputed radiance transfer algorithms can provide high quality rendering results in real time, but they can only support rigid models. On the other hand, ray tracing algorithms are flexible and can gracefully handle animated models. With NVIDIA RTX and the AI denoiser, we can use ray tracing algorithms to render visually appealing results in real time. Visually appealing though, they can deviate from the actual one considerably. We propose a visibility-boundary edge oriented infinite triangle bounding volume hierarchy (BVH) traversal algorithm to dynamically generate visibility in vector form. Our algorithm utilizes the properties of visibility-boundary edges and infinite triangle BVH traversal to maximize the efficiency of the vector form visibility generation. A novel data structure, temporal vectorized visibility, is proposed, which allows visibility in vector form to be shared across time and further increases the generation efficiency. Our algorithm can efficiently render close-to-reference direct illumination results. With the similar processing time, it provides a visual quality improvement around 10 dB in terms of peak signal-to-noise ratio (PSNR) w.r.t. the ray tracing algorithm reservoir-based spatiotemporal importance resampling (ReSTIR).\\n</p>\",\"PeriodicalId\":37301,\"journal\":{\"name\":\"Computational Visual Media\",\"volume\":\"6 1\",\"pages\":\"\"},\"PeriodicalIF\":17.3000,\"publicationDate\":\"2024-05-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computational Visual Media\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1007/s41095-023-0339-3\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computational Visual Media","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s41095-023-0339-3","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
Temporal vectorized visibility for direct illumination of animated models
Direct illumination rendering is an important technique in computer graphics. Precomputed radiance transfer algorithms can provide high quality rendering results in real time, but they can only support rigid models. On the other hand, ray tracing algorithms are flexible and can gracefully handle animated models. With NVIDIA RTX and the AI denoiser, we can use ray tracing algorithms to render visually appealing results in real time. Visually appealing though, they can deviate from the actual one considerably. We propose a visibility-boundary edge oriented infinite triangle bounding volume hierarchy (BVH) traversal algorithm to dynamically generate visibility in vector form. Our algorithm utilizes the properties of visibility-boundary edges and infinite triangle BVH traversal to maximize the efficiency of the vector form visibility generation. A novel data structure, temporal vectorized visibility, is proposed, which allows visibility in vector form to be shared across time and further increases the generation efficiency. Our algorithm can efficiently render close-to-reference direct illumination results. With the similar processing time, it provides a visual quality improvement around 10 dB in terms of peak signal-to-noise ratio (PSNR) w.r.t. the ray tracing algorithm reservoir-based spatiotemporal importance resampling (ReSTIR).
期刊介绍:
Computational Visual Media is a peer-reviewed open access journal. It publishes original high-quality research papers and significant review articles on novel ideas, methods, and systems relevant to visual media.
Computational Visual Media publishes articles that focus on, but are not limited to, the following areas:
• Editing and composition of visual media
• Geometric computing for images and video
• Geometry modeling and processing
• Machine learning for visual media
• Physically based animation
• Realistic rendering
• Recognition and understanding of visual media
• Visual computing for robotics
• Visualization and visual analytics
Other interdisciplinary research into visual media that combines aspects of computer graphics, computer vision, image and video processing, geometric computing, and machine learning is also within the journal''s scope.
This is an open access journal, published quarterly by Tsinghua University Press and Springer. The open access fees (article-processing charges) are fully sponsored by Tsinghua University, China. Authors can publish in the journal without any additional charges.