skip to main content
10.1145/3487075.3487093acmotherconferencesArticle/Chapter ViewAbstractPublication PagescsaeConference Proceedingsconference-collections
research-article

RSM Virtual Point Light Sampling Algorithm Based on Buffer Pool Gain

Published:07 December 2021Publication History

ABSTRACT

The immediate radiance depends on a large number of virtual point light sources as the medium of single indirect illumination, so the rapid and effective generation of a large number of virtual point light sources is the problem that the algorithm must face. The highlight on the desktop is random sampling of virtual point light sources, which do not exist and are only used as the medium of energy transfer. Here is a schematic effect, so all the virtual point lights are drawn. It can be seen that the number of virtual point lights is very large, and the distribution is random. At the same time, the light red on the desktop comes from the virtual point light sampled from Stanford dragon. Due to the strict requirements for the restoration of the real color in the rendering of cultural relics, there is a color deviation problem in the transmission of virtual point light source energy through the above completely non physical means, so it does not meet the demand of high fidelity. In this paper, a new virtual point light sampling method is established, which can effectively obtain the shadow map of the sampled virtual point light source. Under the condition of ensuring frame rate, the correctness of light energy transmission is guaranteed to the greatest extent. At the same time, it can inherit the advantages of the original RSM (Reflective Shadow Maps).

References

  1. Wald I. Slusallek P. Benthin C. Wagner M (2001). Interactive rendering with coherent ray tracing. Computer Graphics Forum, 20(3), 153-164.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Reshetov A. Soupikov A. and Hurley J. (2005). Multi-level ray tracing algorithm. ACM1 Trans. Graph., 24(3), 1176-1185.Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Pan X, Arellano V, Jarabo A (2019). Transient instant radiosity for efficient time-resolved global illumination[J]. Computers & Graphics, 83(Oct.), 107-113.Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Qingjie, Meng, Matthew, (2019). Weakly Supervised Estimation of Shadow Confidence Maps in Fetal Ultrasound Imaging.[J]. IEEE Transactions on Medical Imaging.Google ScholarGoogle Scholar
  5. MallettIan, YukselCem, SeilerLarry (2020). Efficient Adaptive Deferred Shading with Hardware Scatter Tiles[J]. Proceedings of the ACM on Computer Graphics and Interactive Techniques.Google ScholarGoogle Scholar
  6. Virrion B (2020). Deep Importance Sampling[J]. Working Papers, 2020.Google ScholarGoogle Scholar
  7. Hargreaves. S Deferred shading. Game Developers Conference 2004.Google ScholarGoogle Scholar
  8. Tabellion.E, Lamorlette.A (2004). An approximate globalillumination system for computer generated films. ACM Trans. Graph., 23(3), 469-476.Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Dachsbacher.C, Stamminger. M, Splatting indirect illumination (2006). In Symposium on Interactive 3D Graphics and Games, 93-100.Google ScholarGoogle Scholar
  10. Dachsbacher.C, Stamminger. M, Drettakis.G, Durand. F (2007). Implicit visibility and antiradiance for interactive global illumination. ACM Transactions on Graphics, 26(3).Google ScholarGoogle Scholar
  11. James T. Kajiya (1986). The Rendering Equation. Computer Graphics (SIGGRAPH’86 Proceedings), 20(4).Google ScholarGoogle Scholar
  12. Doronin A , Lee H R , Novikova T , (2020) GPU-accelerated online Monte Carlo (MC) application for imitation of twisted light propagation in turbid tissue-like scattering media (Conference Presentation)[C]// Optical Biopsy XVIII: Toward Real-Time Spectroscopic Imaging and Diagnosis. 2020.Google ScholarGoogle Scholar
  13. Engel D , Ropinski T (2020). Deep Volumetric Ambient Occlusion [J].Google ScholarGoogle Scholar

Index Terms

  1. RSM Virtual Point Light Sampling Algorithm Based on Buffer Pool Gain
        Index terms have been assigned to the content through auto-classification.

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Other conferences
          CSAE '21: Proceedings of the 5th International Conference on Computer Science and Application Engineering
          October 2021
          660 pages
          ISBN:9781450389853
          DOI:10.1145/3487075

          Copyright © 2021 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 7 December 2021

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article
          • Research
          • Refereed limited

          Acceptance Rates

          Overall Acceptance Rate368of770submissions,48%
        • Article Metrics

          • Downloads (Last 12 months)5
          • Downloads (Last 6 weeks)0

          Other Metrics

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        HTML Format

        View this article in HTML Format .

        View HTML Format