Fast light-map computation with virtual polygon lights

We propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation at loading time. In our method, virtual point lights are clustered into a set of virtual polygon lights, which represent a compact description of the illumination in the scene. The actual light-map generation is performed directly on the GPU. Our approach degrades gracefully, avoiding objectionable artifacts even for very short computation times.

[1]  Toshiya Hachisuka,et al.  Parallel progressive photon mapping on GPUs , 2010, SIGGRAPH ASIA.

[2]  Hans-Peter Seidel,et al.  Imperfect shadow maps for efficient computation of indirect illumination , 2008, SIGGRAPH Asia '08.

[3]  Jaakko Lehtinen,et al.  Incremental Instant Radiosity for Real-Time Indirect Illumination , 2007, Rendering Techniques.

[4]  Kun Zhou,et al.  An efficient GPU-based approach for interactive global illumination , 2009, SIGGRAPH 2009.

[5]  John Dingliana,et al.  Interactive Global Photon Mapping , 2009, Comput. Graph. Forum.

[6]  Randima Fernando,et al.  Percentage-closer soft shadows , 2005, SIGGRAPH '05.

[7]  Hans-Peter Seidel,et al.  Real-time Indirect Illumination with Clustered Visibility , 2009, VMV.

[8]  James T. Kajiya,et al.  The rendering equation , 1998 .

[9]  Henrik Wann Jensen,et al.  Global Illumination using Photon Maps , 1996, Rendering Techniques.

[10]  Carsten Dachsbacher,et al.  Screen-space bias compensation for interactive high-quality global illumination with virtual point lights , 2011, SI3D.

[11]  Hans-Peter Seidel,et al.  Real-time, all-frequency shadows in dynamic scenes , 2008, ACM Trans. Graph..

[12]  Anton Kaplanyan,et al.  Reflective Shadow Map Clustering for Real-Time Global Illumination , 2012, Eurographics.

[13]  Carsten Dachsbacher,et al.  Reflective shadow maps , 2005, I3D '05.

[14]  Lance Williams,et al.  Casting curved shadows on curved surfaces , 1978, SIGGRAPH.

[15]  John R. Wallace,et al.  A Ray tracing algorithm for progressive radiosity , 1989, SIGGRAPH '89.

[16]  Yves D. Willems,et al.  Bi-directional path tracing , 1993 .

[17]  Elmar Eisemann,et al.  Interactive Indirect Illumination Using Voxel Cone Tracing , 2011, Comput. Graph. Forum.

[18]  Elmar Eisemann,et al.  Interactive Indirect Illumination Using Voxel Cone Tracing , 2011, Comput. Graph. Forum.

[19]  Morgan McGuire,et al.  Hardware-accelerated global illumination by image space photon mapping , 2009, High Performance Graphics.

[20]  K. Bala,et al.  Matrix row-column sampling for the many-light problem , 2007, ACM Trans. Graph..

[21]  Hans-Peter Seidel,et al.  Making Imperfect Shadow Maps View‐Adaptive: High‐Quality Global Illumination in Large Dynamic Scenes , 2011, Comput. Graph. Forum.

[22]  Thorsten Grosch,et al.  Voxel-based global illumination , 2011, SI3D.

[23]  Hans-Peter Seidel,et al.  DACHSBACHER C.: Micro-rendering for scalable, parallel final gathering , 2022 .

[24]  Thorsten Grosch,et al.  Global Illumination using Parallel Global Ray-Bundles , 2010, VMV.

[25]  Daniel R. Baum,et al.  Improving radiosity solutions through the use of analytically determined form-factors , 1989, SIGGRAPH.

[26]  Reinhard Klein,et al.  Efficient RANSAC for Point‐Cloud Shape Detection , 2007, Comput. Graph. Forum.

[27]  Michael F. Cohen,et al.  Radiosity and realistic image synthesis , 1993 .

[28]  Alexander Keller,et al.  Instant radiosity , 1997, SIGGRAPH.

[29]  K. Bala,et al.  Lightcuts: a scalable approach to illumination , 2005, SIGGRAPH 2005.

[30]  Miloš Hašan,et al.  Virtual spherical lights for many-light rendering of glossy scenes , 2009, SIGGRAPH 2009.

[31]  Shinji Ogaki,et al.  Fast global illumination baking via ray-bundles , 2011, SA '11.