Presampled Visibility for Ambient Occlusion

We present a novel method to accelerate the computation of the visibility function of the lighting equation, in dynamic scenes composed of rigid, non-penetrating objects. The main idea of the technique is to pre-compute for each object in the scene its associated four-dimensional field that describes the visibility in each direction for all positional samples on a sphere around the object, we call this a displacement field. We are able to speed up the calculation of algorithms that trace visibility rays to near real time frame rates. The storage requirements of the technique, amounts from one byte to one bit per ray direction making it particularly attractive to scenes with multiple instances of the same object, as the same cached data can be reused, regardless of the geometric transformation applied to each instance. We suggest an acceleration technique and identify the sampling method that gives the best results based on experimentation.

[1]  I. Wald,et al.  Ray tracing with the BSP tree , 2008, 2008 IEEE Symposium on Interactive Ray Tracing.

[2]  David B. Kirk,et al.  Graphics Gems III , 1992 .

[3]  Sergey Zhukov,et al.  An Ambient Light Illumination Model , 1998, Rendering Techniques.

[4]  James Arvo,et al.  Fast ray tracing by ray classification , 1987, SIGGRAPH '87.

[5]  Wencheng Wang,et al.  Traversal fields for ray tracing dynamic scenes , 2006, VRST '06.

[6]  Takayuki Tanaka,et al.  ARTS: Accelerated Ray-Tracing System , 1986, IEEE Computer Graphics and Applications.

[7]  Dinesh Manocha,et al.  DiFi: Fast 3D Distance Field Computation Using Graphics Hardware , 2004, Comput. Graph. Forum.

[8]  Peter Shirley,et al.  A Low Distortion Map Between Disk and Square , 1997, J. Graphics, GPU, & Game Tools.

[9]  Mel Slater Constant Time Queries on Uniformly Distributed Points on a Hemisphere , 2002, J. Graphics, GPU, & Game Tools.

[10]  John M. Snyder,et al.  Ray tracing complex models containing surface tessellations , 1987, SIGGRAPH.

[11]  Andrew S. Glassner,et al.  Space subdivision for fast ray tracing , 1984, IEEE Computer Graphics and Applications.

[12]  Carol O'Sullivan,et al.  Sphere-tree construction using dynamic medial axis approximation , 2002, SCA '02.

[13]  Mateu Sbert,et al.  Fast, realistic lighting for video games , 2003, IEEE Computer Graphics and Applications.

[14]  John Salmon,et al.  Automatic Creation of Object Hierarchies for Ray Tracing , 1987, IEEE Computer Graphics and Applications.

[15]  Brian Wyvill,et al.  ADAPTIVE VOXEL SUBDIVISION FOR RAY TRACING , 1988 .

[16]  Markus Wagner,et al.  Interactive Distributed Ray Tracing of Highly Complex Models , 2001, Rendering Techniques.

[17]  Peter-Pike J. Sloan,et al.  Interactive ray tracing , 2005, SIGGRAPH Courses.

[18]  Vlastimil Havran,et al.  On Improving KD-Trees for Ray Shooting , 2002 .

[19]  Kellogg S. Booth,et al.  Heuristics for ray tracing using space subdivision , 1990, The Visual Computer.

[20]  Turner Whitted,et al.  A 3-dimensional representation for fast rendering of complex scenes , 1980, SIGGRAPH '80.

[21]  Bruce F. Naylor,et al.  Constructing good partitioning trees , 1993 .

[22]  Markus Wagner,et al.  Interactive Rendering with Coherent Ray Tracing , 2001, Comput. Graph. Forum.

[23]  Frederik W. Jansen,et al.  Data structures for ray tracing , 1986 .

[24]  Thomas W. Sederberg,et al.  Faster Ray Tracing Using Adaptive Grids , 1997, IEEE Computer Graphics and Applications.

[25]  George Drettakis,et al.  Filtering, Clustering and Hierarchy Construction: a New Solution for Ray‐Tracing Complex Scenes , 1995, Comput. Graph. Forum.

[26]  James H. Clark,et al.  Hierarchical geometric models for visible surface algorithms , 1976, CACM.

[27]  Nicolas Holzschuch,et al.  Fast Precomputed Ambient Occlusion for Proximity Shadows , 2007, J. Graph. Tools.

[28]  Kellogg S. Booth,et al.  Report from the chair , 1986 .

[29]  Dinesh Manocha,et al.  Interactive 3D distance field computation using linear factorization , 2006, I3D '06.

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

[31]  Kun Zhou,et al.  Precomputed shadow fields for dynamic scenes , 2005, SIGGRAPH 2005.