Abstract
Despite substantial efforts in recent years to accelerate rendering methods, the traditional method, based on a combination of recursive ray tracing (RT), photon mapping (PM), and final gathering (FG), is still regarded as computationally intensive. In this paper, we propose a practical ray tracing model that can be readily implemented on a graphics processing unit (GPU) to provide high-speed generation of global illumination, whose quality is comparable to that generated through the traditional time-consuming RT/PM/FG rendering method. Our method employs two particle spaces to generate computationally intensive diffuse interreflection more efficiently. The complexity of light transport within a scene is simulated in one particle space by using indirect light scattering and gathering operations. The calculation that estimates the reflected radiance caused by diffuse interreflection is optimized by using a second particle space, where only the radiance required for final rendering can be rapidly approximated, based on the simulated light flux in the first particle space. We present several example scenes to demonstrate that our ray tracing scheme enables the use of a rendering pipeline that fully exploits the computing architecture of current manycore processors to reproduce effective high-quality global illumination.
Similar content being viewed by others
References
Arikan O, Forsyth D, O’Brien J (2005) Fast and detailed approximate global illumination by irradiance decomposition. ACM Trans Graph 24(3):1108–1114
Christensen P (2008) Point-based approximate color bleeding. Pixar Technical Memo 08–01
Dachsbacher C, Stamminger M (2005) Reflective shadow maps. In: Proceedings of the symposium on interactive 3D graphics and games, pp 203–231
Dachsbacher C, Stamminger M (2006) Splatting indirect illumination. In: Proceedings of the symposium on interactive 3D graphics and games, pp 93–100
Dachsbacher C, Stamminger M, Drettakis G, Durand F (2007) Implicit visibility and antiradiance for interactive global illumination. ACM Trans Graph 26. Article No. 61
Dong Z, Kautz J, Theobalt C, Seidel H-P (2007) Interactive global illumination using implicit visibility. In: Proceedings of pacific graphics, pp 77–86
Drettakis G, Sillion F (1997) Interactive update of global illumination using a line-space hierarchy. In: Proceedings of the SIGGRAPH ’97, pp 57–64
Fabianowski B, Dingliana J (2009) Interactive global photon mapping. Comput Graph Forum 28(4):1151–1159
Gautron P, Křivánek J, Bouatouch K, Pattanaik S (2005) Radiance cache splatting: a GPU-friendly global illumination algorithm. In: Proceedings of the Eurographics symposium on rendering, pp 55–64
Granier X, Drettakis G (2001) Incremental updates for rapid glossy global illumination. Comput Graph Forum 20(3):268–277
Hašan M, Pellacini F, Bala K (2007) Matrix row-column sampling for the many-light problem. ACM Trans Graph 26. Article No. 26
Jensen HW (1996) Global illumination using photon maps. In: Proceedings of the Eurographics workshop on rendering techniques, pp 21–30
Jensen HW (2001) Realistic image synthesis using photon mapping. A K Peters, Ltd. ISBN 1-56881-147-0
Jin B, Ihm I, Chang B, Park C, Lee W, Jung S (2009) Selective and adaptive supersampling for real-time ray tracing. In: Proceedings of high performance graphics, pp 117–125
Kajiya J (1986) The rendering equation. In: Proceedings of ACM SIGGRAPH, vol 20, pp 143–150
Keller A Keller A (1997) Instant radiosity. In: Proceedings of ACM SIGGRAPH, pp 49–56
Křivánek J, Gautron P, Pattanaik S, Bouatouch K (2005) Radiance caching for efficient global illumination computation. IEEE Trans Vis Comput Graph 11(5):550–561
Laine S, Saransaari H, Kontkanen J, Lehtinen J, Aila T (2007) Incremental instant radiosity for real-time indirect illumination. In: Proceedings of the Eurographics symposium on rendering, pp 277–286
Larsen B, Christensen N (2004) Simulating photon mapping for real-time applications. In: Proceedings of the Eurographics symposium on rendering, pp 123–131
Lehtinen J, Zwicker M, Turquin E, Kontkanen J, Durand F, Sillion F, Aila T (2008) A meshless hierarchical representation for light transport. ACM Trans Graph (Proc. of ACM SIGGRAPH 2008) 27. Article No. 37
McGuire M, Luebke DD (2009) Hardware-accelerated global illumination by image space photon mapping. In: Proceedings of high performance graphics, pp 77–89
Nichols G, Shopf J, Wyman C (2009) Hierarchical image-space radiosity for interactive global illumination. Comput Graph Forum 28(4):1141–1149
Nichols G, Wyman C (2009) Multiresolution splatting for indirect illumination. In: Proceedings of the symposium on interactive 3D graphics and games, pp 83–90
NVIDIA (2012) NVIDIA CUDA: NVIDIA CUDA C Programming Guide (Version 5.0)
Purcell T, Donner C, Cammarano M, Jensen H, Hanrahan P (2003) Photon mapping on programmable graphics hardware. In: Proceedings of graphics hardware, pp 41–50
Ritschel T, Dachsbacher C, Grosch T, Kautz J (2012) The state of the art in interactive global illumination. Comput Graph Forum 31(1):160–188
Ritschel T, Engelhardt T, Grosch T, Seidel H-P, Kautz J, Dachsbacher C (2009) Micro-rendering for scalable, parallel final gathering. ACM Trans Graph 28(5). Article No. 132
Ritschel T, Grosch T, Kautz J, Seidel H-P (2008) Interactive global illumination based on coherent surface shadow maps. In: Proceedings of graphics interface, pp 185–192
Ritschel T, Grosch T, Kim M, Seidel H-P, Dachsbacher C, Kautz J (2008) Imperfect shadow maps for efficient computation of indirect illumination. ACM Trans Graph 27. Article No. 129
Schmitz A, Tavenrath M, Kobbelt L (2008) Interactive global illumination for deformable geometry in CUDA. Comput Graph Forum 27(7):1979–1986
Sloan P-P, Kautz J, Snyder J (2002) Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments. ACM Trans Graph 21:527–536
Tabellion E, Lamorlette A (2004) An approximate global illumination system for computer generated films. ACM Trans Graph 23(3):469–476
Umenhoffer T, Szirmay-Kalos L (2007) Robust diffuse final gathering on the GPU. In: Proceedings of WSCG
Walter B, Arbree A, Bala K, Greenberg D (2006) Multidimensional lightcuts. ACM Trans Graph 25(3):1081–1088
Walter B, Fernandez S, Arbree A, Bala K, Donikian M, Greenberg D (2005) Lightcuts: a scalable approach to illumination. ACM Trans Graph 24(3):1098–1107
Wang R,Wang R, Zhou K, PanM, Bao H (2009) An efficient GPU-based approach for interactive global illumination. ACM Trans Graph 28. Article No. 91
Ward G, Heckbert P (1992) Irradiance gradients. In: Proceedings of the Eurographics workshop on rendering, pp 85–98
Ward G, Rubinstein F, Clear R (1988) A ray tracing solution for diffuse interreflection. In: Proceedings of ACM SIGGRAPH, pp 85–92
Yao C,Wang B, Chan B, Yong J, Paul J-C (2010) Multi-image based photon tracing for interactive global illumination of dynamic scenes. Comput Graph Forum 29:1315–1324
Zhou K, Hou Q, Wang R, Guo B (2008) Real-time KD-tree construction on graphics hardware. ACM Trans Graph 27(5):1–11
Acknowledgments
This work was supported by the National Research Foundation of Korea (NRF) grant funded by the Korea government (MOE) (No. 2012R1A1A2008958).
Author information
Authors and Affiliations
Corresponding authors
Rights and permissions
About this article
Cite this article
Chang, B., Park, S. & Ihm, I. Diffuse global illumination in particle spaces. Multimed Tools Appl 74, 4987–5006 (2015). https://doi.org/10.1007/s11042-014-2132-x
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11042-014-2132-x