Abstract
We propose a practical method to approximate global illumination at interactive framerates for dynamic scenes. We address multi-bounce, visibility-aware indirect lighting, for diffuse to moderately glossy materials, relying on GPU-accelerated ray-tracing for this purpose. While Monte-Carlo ray-tracing algorithms offer unbiased results, they produce images which are, under interactive constraints, extremely noisy, even with GPU acceleration. Unfortunately, filtering them to reach visual appeal induces a large kernel, which is not compatible with interactive framerate. We address this problem using a simple downsampling approach. First, we trace indirect paths on a uniformly distributed subset of pixels, decorrelating diffuse and specular components of lighting. Then, we perform a joint bilateral upsampling on both components, taking inspiration from deferred shading by driving this upsampling with a full-resolution G-Buffer. Our solution provides smooth results, does not require any pre-computations, and is both easy to implement and flexible, as it can be used with any generation strategy for indirect rays.
| Original language | English |
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| Pages | 23-24 |
| Number of pages | 2 |
| DOIs | |
| Publication status | Published - 1 Jan 2016 |
| Externally published | Yes |
| Event | 37th Annual Conference on European Association for Computer Graphics, EUROGRAPHICS 2016 - Lisbon, Portugal Duration: 9 May 2016 → 13 May 2016 |
Conference
| Conference | 37th Annual Conference on European Association for Computer Graphics, EUROGRAPHICS 2016 |
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| Country/Territory | Portugal |
| City | Lisbon |
| Period | 9/05/16 → 13/05/16 |