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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
Progressive Lightcuts for GPU

Tomáš Davidovič

I. Georgiev, P. Slusallek

Saarland University, Intel VCI

vpl rendering2
VPL Rendering
  • Bruteforce: 11s
vpl rendering3
VPL Rendering
  • Lightcuts: 2s
lightcuts progressive 2
Lightcuts – progressive #2

Lightcuts, 20s

Reference

lightcuts progressive 21
Lightcuts – progressive #2

Lightcuts, 20s

Bruteforce, 2400s

lightcuts heapless
Lightcuts – Heapless

Lightcuts, 10s

Cut size

Heapless

clamping1
Clamping

Contrib. ≈ k / (d^2)

clamping2
Clamping
  • Contrib. ≈ k / (d^2)
clamping3
Clamping

m

  • Contrib. ≈ k / (max(d, m)^2)

m

clamping4
Clamping

b

  • Contrib. ≈min( k / d^2, b)

b

clamping some math
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

conclusion
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