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Using Interactive Ray Tracing for Interactive Global Illumination

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Complete direct & indirect diffuse illumination ... Hack for faster query... Februar 3th, 2003. Interactive Global Illumination. 1. Too few samples ... – PowerPoint PPT presentation

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Title: Using Interactive Ray Tracing for Interactive Global Illumination


1
Using Interactive Ray Tracing forInteractive
Global Illumination
Computer Graphics Lab Saarland University,
Germany http//graphics.cs.uni-sb.de
2
Interactive Global Illumination - Goals
  • Support for all relevant features
  • Complete direct indirect diffuse illumination
  • Specular Effects Refractions, Reflections,
    Caustics
  • Be independent of geometry (scalability) !
  • Interactive gt 1 fps at video resolution
    (640x480)
  • Full recomputation every frame
  • Lights, Materials, Geometry, Camera,
  • No approximative or image-based techniques
  • Interactive, user-controllable speed/quality
    tradeoff
  • E.g. trade some flickering or aliasing for speed
  • Automatic and progressive convergence to
    high-quality solution when possible (e.g within
    2-5 sec)

3
Interactive Global Illumination - Goals
4
Interactive Global Illumination
  • Previous solutions
  • Image-Based approaches
  • Artifacts
  • Radiosity OpenGL
  • Missing specularities, Meshing artifacts,
  • High-quality Global Illumination uses ray tracing
    anyway
  • Ray Tracing is now interactive

5
Interactive Global Illumination
  • Previous solutions
  • Image-Based approaches
  • Artifacts
  • Radiosity OpenGL
  • Missing specularities, Meshing artifacts,
  • High-quality Global Illumination uses ray tracing
    anyway
  • Ray Tracing is now interactive

Simplisitic Idea Interactive ray
tracingRay-traced global illumination
Interactive global illumination
6
Interactive Global Illumination
  • But Real World isnt simplistic
  • Problem GlobIllum often doesnt scale
    (shared-memory)
  • Radiosity
  • Shared global data for radiosities,
    geometry-dependency
  • Photon Map
  • KD-Tree reconstruction every frame, global photon
    map data,
  • Have to live with extremely low sample rates
  • Even 16 MRays/sec is only 16 rays/pixel at
    640x480x3Hz
  • Path-Tracing and Bidirectional Path-Tracing too
    noisy
  • ? Need another approach

7
Instant Global Illumination
  • Our approach Instant Global Illumination
  • Done in cooperation with Kaiserslautern
    University(Alex Keller and Thomas Kollig)
  • Most of the algorithms are based on their work !
  • Idea Combine advantages of several, different
    algorithms
  • Instant Radiosity smooth diffuse lighting
  • Ray Tracing reflections, refractions, visibility
    testing
  • Interleaved Sampling (ILS) better quality, easy
    to parallelize
  • Discontinuity Buffer removes ILS artifacts
  • Caustic Photon Mapping the only way for sensible
    caustics

8
Basic Ingredient Instant Radiosity Keller
  • Trace few (10-20) particles from (area) light
    sources
  • Use these to light the scene as virtual point
    lights (VPLs)
  • Contains both direct and indirect diffuse
    illumination
  • Shadows originally with OpenGL, now with Ray
    Tracing
  • Raytracing gives reflections/refractions for free
  • Inherently smooth, since radiosity-based
  • Artifacts for few VPLs
  • Converges, but at only 10-20 VPLs clearly
    visible
  • Plus Add PhotonMapfor Caustics
  • Hack for faster query

9
Too few samples?Add Interleaved Sampling
  • Use different sets of virtual point lights for
    diff. Pixels
  • Every SxSth pixel uses same set of VPLs and
    caustic photons
  • Recomputing VPLs and photons for every pixel too
    costly
  • Better quality
  • 9 times as many VPLsper image than without
  • Same for photons !
  • Still cheap pixels !
  • Easily parallelizable
  • Each CPU needs only 1 set? Scales with CPUs !!!
  • Aliasing
  • Can see SxS grid

10
ILS Aliasing ? Add Filtering
  • Discontinuity Buffer Keller, Kollig
  • Filter irradiances of neighbouring pixels
  • Smoothing/removal of ILS-artifacts
  • Like irradiance caching, but more stable
  • Only filter in smooth regions, detect
    discontinuities
  • Criterion normal distance
  • Problem Clients dont have neighboring pixels !
  • Server has to filter
  • ?High server load
  • Server has to get required data
  • Normal, irradiance, distance
  • High network bandwidth !

11
Finally, add QMC
  • Use Randomized Quasi Monte Carlo Keller et al
  • Much faster convergence, especially for such
    small sample rates !
  • Can be combined easily with Interleaved sampling
  • Plus Technical advantages of QMC
  • Fast random number generation (table lookup
    bit-ops)
  • Can reproduce any sequence of samples based on
    single seed value
  • Can easily synchronize different clients on same
    data
  • Each client can easily reproduce the sample set
    of any other client
  • Avoid jumping of VPLs
  • Just start with same seed every frame
  • For progressive convergence, just advance the
    seed value
  • QMC sequences perfectly combine into the future

12
Summary
  • Base ingredient
  • Instant Radiosity Ray Tracing
  • Plus fast caustic photon maps
  • Combine with Interleaved Sampling
  • Better quality
  • Parallelizable
  • Remove ILS artifacts with Disco-Buffer
  • Faster convergence
  • Better parallelizability
  • Use randomized QMC
  • Low sampling rates, parallelizability
  • Result Definitely not perfect
  • But not too bad for only 20 rays/pixel !

13
Parallelization Scalability
  • Adapt Scheduler to ILS
  • Different clients work on different sets
  • Same client preferably works on same set
  • ? In theory, each client only has to compute one
    sample set
  • In practice, its still about only 1.5-2 out of 9
  • Very small overhead (few redundant operations)
  • But Server Bottleneck due to Disco-Buffer
  • Filtering cost and Network bandwidth limit max.
    framerate
  • Currently On dual-Athlon 1800 max. framerate
    of 5 fps..
  • But Can still scale in quality
  • Twice CPUs Twice VPLs/pixel at same framerate
    !
  • ? Limited only by max. framerate, not by number
    of clients !

14
Results
  • Up to 5 fps at video resolution (640x480)
  • With 8 dual Athlon MP 1800
  • All targeted effects
  • Reflections, refractions and caustics
  • Smooth direct and indirect diffuse illumination
  • Everything recomputed every frame
  • No limitation on interaction types
  • All parameters can be changed interactively
  • Sampling rate, photon query radius, filter size,
  • Automatic convergence to high-quality solution
  • high good quality in about 2-5 sec.

15
Current Research
  • Have implemented a new improved system from
    scratch
  • Main Features
  • 2-3 times faster through ray packet traversal and
    streaming architecture
  • Removed photon shooting
  • Support for accumulation on client side,
    necessary for providing high quality during
    interaction and animation
  • Nearly linear scalability
  • up to 22 fps at 640x480 with reduced quality
  • Sub-linear costs in image resolution
  • Fully programmable shading

16
Example Images
17
Remaining Problems Future Work
  • Still to slow (its always too slow)
  • Incorporate glossyness/arbitrary BRDFs
  • Emission properties for light sources
  • Caustics
  • Main Limitation Inefficient in highly occluded
    scenes !
  • Were working on it

18
Questions ?
19
Missing Caustics ?Add Caustic Photon Map
  • Basically just like standard photon mapping
    Jensen
  • Shoot directly at caustic generators
  • But too slow for our purpose
    (Cost(Query)10Rays)
  • Fix query radius to a fixed R
  • Can be interactively changed by the user
  • Store photons in grid with width 2R
  • Have to touch only 8 voxels for each query !
  • Can use hashing to keep reduce storage cost
  • Fast, but not perfect
  • Can afford only few photons(reconstruction cost
    too high)
  • Looks bad if R is chosen bad
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