Adaptive mesh subdivision for efficient light baking

Light baking has long been a popular technique for real-time rendering. It usually precomputes and bakes the global lighting effects as vertex attributes or textures. Vertex baking requires less memory but can cause artifacts for large triangles. Texture baking can avoid this and generate a high-quality visual effect in real-time rendering. However, it requires significant memory consumption, which may limit the real-time performance and usage. To address this problem, we propose an adaptive mesh subdivision algorithm for memory-efficient light baking, including a fast triangle subdivision level determination method and an optimized solution to calculate vertex colors. Only the subdivided mesh is required during the real-time rendering. Therefore, memory requirements can be significantly reduced while keeping the visual effect. Besides, the subdivision level is allowed to be intuitively controlled by users with a specified parameter. Our algorithm can be easily implemented on commodity graphics hardware and integrated in existing real-time applications such as online preview systems.

[1]  Anselmo Lastra,et al.  Radiosity on graphics hardware , 2004, Graphics Interface.

[2]  Marc Stamminger,et al.  Multiresolution attributes for tessellated meshes , 2012, I3D '12.

[3]  Marc Stamminger,et al.  Memory efficient light baking , 2012, Comput. Graph..

[4]  Peter-Pike J. Sloan,et al.  Least Squares Vertex Baking , 2011, EGSR '11.

[5]  Jörg Peters,et al.  Efficient substitutes for subdivision surfaces , 2009, SIGGRAPH '09.

[6]  Samuli Laine,et al.  Ambient occlusion fields , 2005, I3D '05.

[7]  Donald P. Greenberg,et al.  The Irradiance Volume , 1998, IEEE Computer Graphics and Applications.

[8]  Donald H. House,et al.  Mesh colors , 2010, TOGS.

[9]  Paul Debevec,et al.  13th Eurographics Workshop on Rendering , 2002 .

[10]  Carles Bosch,et al.  A Hardware Accelerated Adaptive Mesh Subdivision for Interactive Daylight Illumination , 2008 .

[11]  Jirí Zára,et al.  Adaptive mesh subdivision for precomputed radiance transfer , 2004, SCCG '04.

[12]  Hans-Peter Seidel,et al.  Real-time lens blur effects and focus control , 2010, SIGGRAPH 2010.

[13]  Günter Wallner GPU Radiosity for Triangular Meshes with Support of Normal Mapping and Arbitrary Light Distributions , 2008, J. WSCG.

[14]  Fu-Chung Huang,et al.  Sparsely Precomputing The Light Transport Matrix for Real‐Time Rendering , 2010, Comput. Graph. Forum.

[15]  Tomas Akenine-Möller,et al.  Texture compression of light maps using smooth profile functions , 2010, HPG '10.

[16]  Jan Kautz,et al.  Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments , 2002 .