A Light Hierarchy for Fast Rendering of Scenes with Many Lights

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A Light Hierarchy for Fast Rendering of Scenes with Many Lights

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Diffuse and specular shading. Treating visibility. Conclusion & future work ... Specular Reflection ... Specular Reflection Shading. HierShading(Point p, Voxel ... –

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Title: A Light Hierarchy for Fast Rendering of Scenes with Many Lights


1
A Light Hierarchy for Fast Rendering of Scenes
with Many Lights
  • E. Paquette, P. Poulin, and G. Drettakis

2
Motivation
  • Scenes with many light sources are expensive to
    render
  • Shading and shadowing cost dominates
  • Typical scenes city lights, chandelier,
    Christmas tree ornaments, flame simulation

3
Introduction
  • Goal Accelerate the shading calculation for
    scenes with many light sources
  • Our solution Hierarchical multi-resolution
    representation of the light sources
  • Context Ray-tracing, point light sources
  • Currently restricted to unoccluded light sources
    (no shadows)

4
Outline
  • Previous work
  • Hierarchical representation of light sources
  • Diffuse and specular shading
  • Treating visibility
  • Conclusion future work

5
Previous Work
  • Adaptive shadow testing Ward91
  • Problem with many similar contributions
  • Monte Carlo Shirley et al. 96
  • Noise component can be very high
  • Hierarchical radiosity with clustering Smits et
    al. 94 Sillion95
  • Problems with clusters containing light sources

6
Outline
  • Previous work
  • Hierarchical representation of light sources
  • Diffuse and specular shading
  • Treating visibility
  • Conclusion future work

7
Hierarchical Representation
  • Distant lights need less accurate treatment

VL
p
virtual light source
8
Construction
  • Light hierarchy (octree)

9
Construction
  • Light hierarchy (octree)

intensity of VL S intensities position of
VL weighted average of positions
level 1 VL
10
Construction
  • Light hierarchy (octree)

intensity of VL S intensities position of
VL weighted average of positions
level 1 VL
level 0 VL
  • Separate object hierarchy for ray-tracing
    acceleration

11
Outline
  • Previous work
  • Hierarchical representation of light sources
  • Diffuse and specular shading
  • Treating visibility
  • Conclusion future work

12
Diffuse Reflection Approximation
Ddmax
Dqmax
13
Diffuse Reflection Error Bound
  • Derive an error bound on the virtual light usage

Ddmax
Dqmax
Similarly for Imax
14
Diffuse Reflection Error Bound
  • Derive an error bound on the virtual light usage

Ddmax
Dqmax
15
Diffuse Reflection Shading
  • HierShading(Point p, Voxel v)
  • if Error(p, v) gt Tdiffuse then
  • ShadeAtLowerLevel(p,v)
  • else
  • AddErrorList(v, Error(p, v))

p
16
Error List
  • Error bound for replacing one cluster by VL
  • Using lower levels replaces many clusters with
    corresponding VLs

while Sum(errorList) gt Tdiffuse v
VoxelWithGreatestError( errorList
) ShadeAtLowerLevel(p,v)
17
Diffuse Reflection Results
Speed Up(vs standard ray-tracing)
Our method
Number of Light Sources
Ward91
18
Specular Reflection
  • Select important voxels and light sources in the
    hierarchy based on maximal potential contribution

Damax
19
Specular Reflection Shading
  • HierShading(Point p, Voxel v)
  • if Imax(v) gt Tspecular then
  • ShadeAtLowerLevel(p,v)
  • else
  • AddErrorList(v, Imax)

p
20
Specular Reflection Results
Speed Up(vs standard ray-tracing)
Our method
Number of Light Sources
Ward91
21
Artifacts
  • Artifacts that result from increasing the
    threshold

Discontinuities from discrete choice of hierarchy
level Solution Interpolation
Rendered image
Difference image (enhanced contrast)
22
Outline
  • Previous work
  • Hierarchical representation of light sources
  • Diffuse and specular shading
  • Treating visibility
  • Conclusion future work

23
Treating Visibility
  • Hierarchical algorithm gives appropriate nodes of
    the light sources hierarchy
  • Warnock style decision
  • Full occlusion, full visibility, partial
    occlusion
  • Use lower level nodes when partial visibility
  • Approximate volumetric visibility method similar
    to Sillion95
  • Need error bounds or estimates

24
Outline
  • Previous work
  • Hierarchical representation of light sources
  • Diffuse and specular shading
  • Treating visibility
  • Conclusion future work

25
Conclusion
  • Hierarchical multi-resolution representation of
    the light sources
  • Logarithmic rendering time in the number of light
    sources (diffuse algorithm)
  • Accelerates rendering in the presence of many
    light sources (up to 90 times faster than
    standard ray-tracing)

26
Future Work
  • Shadows
  • Visibility classification (full, partial or no
    occlusion)
  • Approximate visibility
  • Non point light sources
  • Area, canned light sources, etc.
  • General BRDF
  • Bounds on BRDF value
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