290 likes | 300 Views
Paper Presentation - An Efficient GPU-based Approach for Interactive Global Illumination-. Rui Wang, Rui Wang, Kun Zhou, Minghao Pan, Hujun Bao Presenter : Jong Hyeob Lee 2010. 11. 23. Overview. Previous work Main Algorithm GPU-based KD-Tree Selecting Irradiance Sample Points
E N D
Paper Presentation - An Efficient GPU-based Approach for Interactive Global Illumination- Rui Wang, Rui Wang, Kun Zhou, Minghao Pan, Hujun Bao Presenter : Jong Hyeob Lee 2010. 11. 23
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
Previous work • CPU-based global illumination • Instant radiosity [Keller 1997] • Photon mapping [Jensen 2001] • Interactive global illumination using fast ray tracing [Wald et al. 2002] • LightCuts [Walter et al. 2005] Radiosity Photon mapping
Previous work • GPU-based global illumination • Reflective shadow maps [Dachsbacher and Stamminger 2005] • Radiance Cache Splatting [Gautron et al. 2005] • Matrix row-column sampling [Hasan et al. 2007] • Imperfect shadow maps [Ritschel et al. 2008] • GPU KD-Tree construction [Zhou et al. 2008]
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
GPU-based KD-Tree • Use method in “Real-time kd-tree construction on graphics hardware” [Zhou et al. 2008] • To build kd-trees in real-time using NVIDIA’s CUDA
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
A parallel view space sampling strategy • The goal of view space sampling: • Select sample points that best approximate the actual (ir)radiance changes in view space.
A parallel view space sampling strategy • Irradiance caching [Ward et al. 1998] • Progressively inserting sample points into an existing set. • Decision to insert more samples is based on the local variations of irradiance samples.
A parallel view space sampling strategy • Clustering optimization
A parallel view space sampling strategy • Clustering optimization • Error metric :
A parallel view space sampling strategy • Temporal coherence • Fix cluster centers computed from the previous frame. • Classify shading points to these clusters. • Collect points with large errors. • Create new cluster for these unclassified shading points and remove null clusters.
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
A cut approximation on photon map • Computing an illumination cut from the photon tree. • Typical approach: density estimation for each photon → too costly • Estimate an illumination cut from the photon map directly, without density estimation at each photon.
A cut approximation on photon map • Select node which Ep is larger than Emin
A cut approximation on photon map • Refinement with threshold
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
Results • Implemented on BGSP [Hou et al. 2008] • A general purpose C programming interface suitable for many core architecture such as the GPU • Point or spot cone lights • 3 bounces (2 photon bounces and final gather) • 250 ~ 500 final gather rays
Results Ours Reference 8 times error Image
Overview • Previous work • Main Algorithm • GPU-based KD-Tree • Selecting Irradiance Sample Points • Reducing the Cost of Final Gather • Results • Conclusion
Conclusion • An efficient GPU-based method for interactive global illumination is presented. • Sparse view space (ir)radiance sampling • A cut approximation of the photon map • A GPU approach of interactive global illumination • Limitations • Only glossy materials for final gather • Missing small geometric details • With some temporal flickering artifacts
Q&A • Thank you.