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Incremental Instant Radiosity for Real-Time Indirect Illumination. Samuli Laine 1,3 Hannu Saransaari 3 Janne Kontkanen 2,3 Jaakko Lehtinen 3,4 Timo Aila 1,3 1 NVIDIA Research 2 PDI/DreamWorks 3 Helsinki University of Technology 4 Remedy Entertainment. Motivation. - PowerPoint PPT Presentation
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Incremental Instant Radiosity forReal-Time Indirect Illumination
Samuli Laine1,3 Hannu Saransaari3
Janne Kontkanen2,3 Jaakko Lehtinen3,4
Timo Aila1,3
1NVIDIA Research 2PDI/DreamWorks3Helsinki University of Technology 4Remedy Entertainment
Motivation
• Indirect illumination looks good
Direct + constant ambient Direct + 1 bounce indirect
Previous Work
• Instant radiosity [Keller 97]
• Interleaved sampling [Keller & Heidrich 01]
– Hardware implementation [Segovia et al. 06]
• Large-scale interactive indirect illumination– Ingo Wald’s PhD thesis [Wald04]– Precomputed transport [Kristensen et al. 05]
• Reflective shadow maps, Splatting indirect illumination [Dachsbacher&Stamminger 05] x 2
Instant Radiosity Howto
• Trace light paths from light source
• Place virtual point lights (VPLs) at intersections
• Render scene, use VPLs as 180o spots
• Global illumination ensues
One-Bounce Indirect Illumination
• Officially close enough to full GI solution
• Terminate light paths at first intersection
Tabellion and Lamorlette, SIGGRAPH 2004
Baseline 1-Bounce Instant Radiosity
• Cast a bunch of rays from the light source– Rays must be distributed according to the
emission function
• At each hit point, construct a VPL– Render shadow map (paraboloid)– Yes, that’s a lot of shadow maps to render per
frame
• Gather illumination from all VPLs– Yes, that’s a lot of shadow map lookups per
pixel
What to do?
The Recipe for Success
Old ingredients
• Instant radiosity with single bounce
• Interleaved sampling
• Paraboloid shadow mapping
New ingredients
• Reuse of VPLs
• ... and that’s about it
VPL Reuse
• Reuse VPLs from previous frame– Generate as few new VPLs as possible– Stay within budget, e.g. 4-8 new VPLs/frame
+ Benefit: Can reuse shadow maps!
! Disclaimer: Scene needs to be static
§ Note: Illumination does not lag behind
How To Reuse VPLs
• Every frame, do the following:– Delete invalid VPLs– Reproject existing VPLs to a 2D domain
according to the new light source position– Delete more VPLs if the budget says so– Create new VPLs– Compute VPL intensities
2D Domain for VPLs
• Let’s concentrate on 180o cosine-falloff spot lights for now
• Nusselt analogUniform distribution in unit disc
= Cosine-weighted directional distribution
Reprojecting VPLs
• So we have VPLs from previous frame
• Discard ones behind the spot light
• Discard ones behind obstacles
• Reproject the rest
Spatial Data Structures
• Compute Voronoi diagram and Delaunay triangulation for the VPL point set
Deleting VPLs
• Greedily choose the ”worst” VPL= The one with shortest Delaunay edges
Generating New VPLs
• Greedily choose the ”best” spot= The one with longest distance to existing VPLs
Computing VPL Intensities
• Since our distribution may be nonuniform, weight each VPL according to Voronoi area
Omni Lights?!
• Perform all 2D domain actions on the surface of unit sphere
• Blunder in the paper– Surface of 3D tetrahedralization = convex hull– Would’ve been a lot simpler and faster
Interleaved Sampling
• Reduces the number of shadow map lookups per pixel
• For each pixel, use a subset of all VPLs
• Apply geometry-aware filtering
Results
• 256 VPLs in all scenes
• Budget: 4-8 new VPLs per frame
• GeForce 8800 GTX
Resolution Time (ms) FPS
1024×7680 13.9 65.1
1600×1200 26.8 29.7
Cornell
Triangles:
original 32tessellated 4.4k
Resolution Time (ms) FPS
1024×7680 15.6 49.2
1600×1200 28.6 28.5
Maze
Triangles:
original 55ktessellated 63k
Resolution Time (ms) FPS
1024×7680 17.0 48.6
1600×1200 30.1 25.9
Sibenik
Triangles:
original 80ktessellated 109k
Limitations / Future Work
• Not full GI– Well, we could use entire light paths, but that
would lead to many faint VPLs– Feasible at some point in future
• Diffuse surfaces only– Slightly glossy should work OK– Truly glossy won’t work
More Limitations / Future Work
• Not view-dependent– Distributing VPLs should be based on visual
importance– Insert heuristics here
• Dynamic scenes non-trivial– The shadows are wrong for less than a
second when the scene changes, but still...– Predictive VPL generation could help
Strengths
• No precomputation
• Dynamic objects can receive indirect light
• Real-time performance
• Simplicity
Thank You
• Questions