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Intersection fields for interactive global illumination. Pacific Graphics 2005 Zhong Ren Wei Hua Lu Chen Hujun Bao State Key Laboratory of CAD&CG Zhejiang University, P.R. China. Overview. Interactive global illumination Illumination engineering Animation preview Visibility bottleneck

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intersection fields for interactive global illumination

Intersection fields for interactive global illumination

Pacific Graphics 2005

Zhong Ren Wei Hua Lu Chen Hujun Bao

State Key Laboratory of CAD&CG

Zhejiang University, P.R. China

overview
Overview
  • Interactive global illumination
    • Illumination engineering
    • Animation preview
  • Visibility bottleneck
    • Intersections, intersections…
  • Intersection(O(log(n))) to Query(O(1))
  • GPU?
previous work
Previous Work
  • Radiosity
    • Illumination network[Bucklew89]
  • Monte Carlo Method
    • Selective photon tracing
    • GPU based photon mapping[Purcell2003]
  • Global ray-bundle tracing[Kalos98, 99, 03]
intersection field the idea
Intersection field – the idea

Ray-scene intersection points are places where light-object interactions take place.

parameterization
Parameterization

Slice(a, b)

(c, d)

l(a, b, c, d)

Base plane

(a, b)

discretization
Discretization

Slice(ai, bj)

(ck, dm)

l(i, j, k, m)

(ai, bj)

generating if
Generating IF

Object Space

Screen Space

Rasterize

Line Space

2-step scan conversion

data organization

Data organization

Intersection Record

Line

Record

Index

Table

Page

Record

(p, l, T)

(i, j, k, m)

(i, j, k)

(x|y|z, T)

local global if

Local/Global IF
computation model
Computation model

Local

Irradiance

Map

Visibility

Ratio

Map

Indirect

Irradiance

Map

computation model14

Intersection field

Scene data

Computation model

Synthesizer

LIM

VRM

IIM

LI Shader

Photon Tracer

Visibility Solver

IF Generator

l ocal i rradiance m ap

Sk

LIM – H(M,Sk)

M

Local Irradiance Map
  • Pixel Shader
  • Divide Sk into patches
  • Render-to-texture
  • Updating issue
v isibility r atio m ap
Visibility Ratio Map

Sk

VRM – V(M,Sk)

  • Query IF for visibility sample
  • Reconstruction
  • Render-to-texture
  • Updating issue

M

i ndirect i rradiance m ap

IIM – G(M)

M

Indirect Irradiance Map
  • Query IF for intersection points
  • Accumulation
  • Render-to-texture
results
Results
  • 93M Lines (76x127x76x127)
  • 72.6MB/113.0MB Intersection Field
  • ~35,000 Photons
contribution
Contribution
  • Visibility Representation
  • Rendering Framework
limitation
Limitation
  • Storage cost
  • High frequency effect