Real-time indirect illumination by virtual planar area lights

Author(s):  
Wei Zeng ◽  
Bo Xia ◽  
Hui Li ◽  
Guanyu Xing ◽  
Yanli Liu ◽  
...  
2019 ◽  
Vol 38 (7) ◽  
pp. 449-460
Author(s):  
Takahiro Kuge ◽  
Tatsuya Yatagawa ◽  
Shigeo Morishima

2021 ◽  
Author(s):  
◽  
Thomas Roughton

<p>Indirect illumination is an important part of realistic images, and accurately simulating the complex effects of indirect illumination in real-time applications has long been a challenge for the industry. One popular approach is to use offline precomputed solutions such as lightmaps (textures containing the precomputed lighting in a scene) to efficiently approximate these effects. Unfortunately, these offline solutions have historically enforced long iteration times that come at a cost to artist productivity. These solutions have additionally either supported only the low-frequency diffuse component of indirect lighting, yielding poor visual results for glossy or metallic materials, or have used overly expensive approximations.  In recent years, the state of the art lightmap precomputation pipeline has shifted to using highly vectorised path tracing, often on GPU hardware, to compute the indirect illumination effects. The use of path tracing enables progressive rendering, wherein an approximation to the full solution is found and then refined as opposed to solving for the final result in a single step. Progressive rendering through path tracing thereby helps to provide rapid iteration for artists.  This thesis describes a system that can progressively path-trace indirect illumination lightmaps on the GPU.Contributing to this system, itintroduces a new gather-based method for sample accumulation, enhances algorithms from prior work, and presents a range of encoding methods, including a novel progressive method for non-negative least-squares encoding of spherical basis functions.  In addition, it presents a novel, efficient solution for high-quality precomputed diffuse and low-frequency specular indirect illumination that extends the Ambient Dice family of spherical basis functions. This solution provides comparable or better specular reconstruction to prior work at lower runtime cost and has potential for widespread use in real-time applications.</p>


2021 ◽  
Author(s):  
◽  
Thomas Roughton

<p>Indirect illumination is an important part of realistic images, and accurately simulating the complex effects of indirect illumination in real-time applications has long been a challenge for the industry. One popular approach is to use offline precomputed solutions such as lightmaps (textures containing the precomputed lighting in a scene) to efficiently approximate these effects. Unfortunately, these offline solutions have historically enforced long iteration times that come at a cost to artist productivity. These solutions have additionally either supported only the low-frequency diffuse component of indirect lighting, yielding poor visual results for glossy or metallic materials, or have used overly expensive approximations.  In recent years, the state of the art lightmap precomputation pipeline has shifted to using highly vectorised path tracing, often on GPU hardware, to compute the indirect illumination effects. The use of path tracing enables progressive rendering, wherein an approximation to the full solution is found and then refined as opposed to solving for the final result in a single step. Progressive rendering through path tracing thereby helps to provide rapid iteration for artists.  This thesis describes a system that can progressively path-trace indirect illumination lightmaps on the GPU.Contributing to this system, itintroduces a new gather-based method for sample accumulation, enhances algorithms from prior work, and presents a range of encoding methods, including a novel progressive method for non-negative least-squares encoding of spherical basis functions.  In addition, it presents a novel, efficient solution for high-quality precomputed diffuse and low-frequency specular indirect illumination that extends the Ambient Dice family of spherical basis functions. This solution provides comparable or better specular reconstruction to prior work at lower runtime cost and has potential for widespread use in real-time applications.</p>


2021 ◽  
Vol 40 (3) ◽  
pp. 1-16
Author(s):  
Abhimitra Meka ◽  
Mohammad Shafiei ◽  
Michael Zollhöfer ◽  
Christian Richardt ◽  
Christian Theobalt

We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the light sources, and the reflections from various coherent scene regions to one another. Existing techniques that invert global light transport require image capture under multiplexed controlled lighting or only enable the decomposition of a single image at slow off-line frame rates. In contrast, our approach works for regular videos and produces temporally coherent decomposition layers at real-time frame rates. At the core of our approach are several sparsity priors that enable the estimation of the per-pixel direct and indirect illumination layers based on a small set of jointly estimated base reflectance colors. The resulting variational decomposition problem uses a new formulation based on sparse and dense sets of non-linear equations that we solve efficiently using a novel alternating data-parallel optimization strategy. We evaluate our approach qualitatively and quantitatively and show improvements over the state-of-the-art in this field, in both quality and runtime. In addition, we demonstrate various real-time appearance editing applications for videos with consistent illumination.


2019 ◽  
Vol 46 (11) ◽  
pp. 1099-1105
Author(s):  
Jaewon Choi ◽  
Sungkil Lee

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