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Progressive Lightcuts for GPU

Progressive Lightcuts for GPU. Tom áš Davidovič I. Georgiev , P. Slusallek Saarland University, Intel VCI. Direct illumination. Direct illumination. VPL Rendering. VPL Rendering. VPL Rendering. Bruteforce : 11s. VPL Rendering. Lightcuts : 2s. VPL Rendering. VPL Rendering.

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Progressive Lightcuts for GPU

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  1. Progressive Lightcuts for GPU Tomáš Davidovič I. Georgiev, P. Slusallek Saarland University, Intel VCI

  2. Direct illumination

  3. Direct illumination

  4. VPL Rendering

  5. VPL Rendering

  6. VPL Rendering • Bruteforce: 11s

  7. VPL Rendering • Lightcuts: 2s

  8. VPL Rendering

  9. VPL Rendering

  10. VPL Rendering

  11. Lightcuts

  12. Lightcuts

  13. Lightcuts

  14. Lightcuts

  15. Lightcuts – progressive #1

  16. Lightcuts – progressive #1

  17. Lightcuts – progressive #2 Lightcuts, 20s Reference

  18. Lightcuts – progressive #2 Lightcuts, 20s Bruteforce, 2400s

  19. Lightcuts – Heapless Lightcuts, 10s Cut size Heapless

  20. Lightcuts – clamping Unclamped

  21. Lightcuts – clamping Clamped

  22. Clamping

  23. Clamping Contrib. ≈ k / (d^2)

  24. Clamping • Contrib. ≈ k / (d^2)

  25. Clamping m • Contrib. ≈ k / (max(d, m)^2) m

  26. Clamping b • Contrib. ≈min( k / d^2, b) b

  27. Clamping – some math Contribution ≈ k / d^2 P( ray.length ) ≈ ray.length^2 Mathematica happens Variance ≈ sqrt( b) Bias ≈ 1 / sqrt( b) MSE = Variance + Bias^2 = sqrt( b) + 1 / b Optimal convergence: b= base * iteration ^ 0.66

  28. Results – Manual clamping

  29. Results – lowest RMSE

  30. Results - RMSE

  31. Results - RMSE

  32. Results - RMSE

  33. Results - RMSE

  34. Conclusion GPU Lightcuts work • Limited by memory Progressive – averaging images • Needs clamping Can relax clamping – #VPLs ^ 0.66 • Works for any VPL method Look into Multidimensional Lightcuts

  35. Tomáš Davidovič

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