Professional Documents
Culture Documents
Consistency
Consistency
Semi-dynamic environments and lighting
Consistency
Semi-dynamic environments and lighting
Fully automatic
SIGGRAPH 2015: Advances in Real-Time Rendering course SIGGRAPH 2015: Advances in Real-Time Rendering course
Talk Outline
SIGGRAPH 2015: Advances in Real-Time Rendering course SIGGRAPH 2015: Advances in Real-Time Rendering course
Talk Outline
SIGGRAPH 2015: Advances in Real-Time Rendering course SIGGRAPH 2015: Advances in Real-Time Rendering course
Possible Solutions for Global Illumination
Dynamic Approaches
Virtual Point Lights (VPLs) [Keller97]
Light Propagation Volumes [Kaplaynan10]
Voxel Cone Tracing [Crassin11]
Distance Field Tracing [Wright15]
[Greger 1998]
SIGGRAPH 2015: Advances in Real-Time Rendering course
Irradiance Volumes
[Greger 1998]
SIGGRAPH 2015: Advances in Real-Time Rendering course
Irradiance Volumes
[Greger 1998]
SIGGRAPH 2015: Advances in Real-Time Rendering course
Irradiance Volumes
Per-pixel lookup
[Greger 1998]
SIGGRAPH 2015: Advances in Real-Time Rendering course
Global Illumination Volumes
Indirect Sun Light Transport Sky Light Transport SIGGRAPH 2015: Advances in Real-Time Rendering course
Lighting Only Local Irradiance
Indirect Sun Light Transport Sky Light Transport SIGGRAPH 2015: Advances in Real-Time Rendering course
Lighting Only Local Irradiance
Indirect Sun Light Transport Sky Light Transport SIGGRAPH 2015: Advances in Real-Time Rendering course
Lighting Only Local Irradiance
Indirect Sun Light Transport Sky Light Transport SIGGRAPH 2015: Advances in Real-Time Rendering course
Global Illumination Volumes
No UVs
Works for LOD models
Volumetric lighting
Consistent with dynamic objects
No UVs
Works for LOD models
Volumetric lighting
Consistent with dynamic objects
Specular infeasible
due to data size
SIGGRAPH 2015: Advances in Real-Time Rendering course
Specular Reflections
SIGGRAPH 2015: Advances in Real-Time Rendering course
Reflection Probe Visibility
Voxel
Voxel
Voxel
Voxel
Voxel
Voxel
Voxel
?
?
?
Not too far from geometry
? ? ?
Local Irradiance Indirect Sun Light Transport Sky Light Transport
?
Specular Probe Visibility Specular Probe Atlas SIGGRAPH 2015: Advances in Real-Time Rendering course
Related Work
Child Mask
64 bits
0 1 2 3 4 5 6 7
Child Mask
12 13 14 15 8 9 10 11 12 13 14 15
8 9 10 11 64 bits
4 5 6 7
Child Block Offset
0 1 2 3
31 bits 1 bit Terminal Node Bit
Voxel Grid
0 1 2 3 4 5 6 7
Child Mask
12 13 14 15 8 9 10 11 12 13 14 15
8 9 10 11 64 bits
4 5 6 7
Child Block Offset
0 1 2 3
31 bits 1 bit Terminal Node Bit
Voxel Grid
7
Child Mask
64 bits
7
Child Block Offset
31 bits 1 bit Terminal Node Bit
Voxel Grid
Child Index = ?
7
Child Mask
64 bits
7
Child Block Offset
31 bits 1 bit Terminal Node Bit
Voxel Grid
7
Child Mask
64 bits
7
Child Block Offset
31 bits 1 bit Terminal Node Bit
Voxel Grid
7
Child Mask
64 bits
7
Child Block Offset
31 bits 1 bit Terminal Node Bit
Voxel Grid
7
Child Mask
64 bits
7
Child Block Offset
31 bits 1 bit Terminal Node Bit
Voxel Grid
50 cm
Query point in
solid leaf
Query point in
solid leaf
Trilinear
neighborhood
Query point in
empty leaf
Query point in
empty leaf
Use dilated
tree?
Query point in
empty leaf
Use dilated
tree?
Query point in
empty leaf
?
Trilinear
neighborhood
Query point in
empty leaf
Trilinear
neighborhood
Query point in
empty leaf
Trilinear
neighborhood
0.5m voxels
2m voxels
8m voxels
SIGGRAPH 2015: Advances in Real-Time Rendering course
Seamless Interpolation
0.5m voxels
2m voxels
8m voxels
SIGGRAPH 2015: Advances in Real-Time Rendering course
Seamless Interpolation
0.5m voxels
2m voxels
8m voxels
SIGGRAPH 2015: Advances in Real-Time Rendering course
Seamless Interpolation
l
On
O
SIGGRAPH 2015: Advances in Real-Time Rendering course
Scaling to Large Scenes
World Atlas
128 m
128 m
SIGGRAPH 2015: Advances in Real-Time Rendering course
Global Illumination
Global Illumination
Screen-Space + Ambient
OFF
Global Illumination
Screen-Space + Ambient
OFF
Performance
Local Irradiance
SIGGRAPH 2015: Advances in Real-Time Rendering course
Direct Only
Direct Only
Global Illumination
Global Illumination
Reference Indirect
Real-Time Indirect
SIGGRAPH 2015: Advances in Real-Time Rendering course
Volumetric Global Illumination
Constant Ambient
SIGGRAPH 2015: Advances in Real-Time Rendering course
Global Illumination
Constant Ambient
SIGGRAPH 2015: Advances in Real-Time Rendering course
Summary
Requirements
Occlude larger scale lighting
Fill in with screen-space sampled lighting
max occluder
receiver
sweep direction
SIGGRAPH 2015: Advances in Real-Time Rendering course
Screen-Space Ambient Occlusion
regular jittered
receiver
LSAO samples
1 2 3 1 2 3
4 5 6 4 5 6
7 8 9 7 8 9
1 2 3 1 2 3
4 5 6 4 5 6
7 8 9 7 8 9
receiver
1 ray per pixel from GGX distribution, evaluated for all surfaces
Linear search (7 steps)
Step distances form a geometric series
receiver
Depth thickness =
a + b*(distance along the ray)
Depth field extends to/from
camera, not along view z!