Lightcut Interpolation (Unknown language)

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Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy over virtual lights, so that surface points can be shaded with a sublinear number of lights while minimizing error. However, the original algorithm needs to run on every shading point of the rendered image. It is well known that the performance of Lightcuts can be improved by exploiting the coherence between individual cuts. We propose a novel approach where we invest into the initial lightcut creation at representative cache records, and then directly interpolate the input lightcuts themselves as well as per-cluster visibility for neighboring shading points. This allows us to improve upon the performance of the original Lightcuts algorithm by a factor of 4-8 compared to an optimized GPU-implementation of Lightcuts, while introducing only a small additional approximation error. The GPU-implementation of our technique enables us to create previews of Lightcuts-based global illumination renderings.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

Exploring and Expanding the Continuum of OIT Algorithms
Wyman, Chris | 2016
SVGPU: Real Time 3D Rendering to Vector Graphics Formats
Ellis, Apollo I. / Hunt, Warren / Hart, John C. | 2016
Masked Software Occlusion Culling
Hasselgren, Jon / Andersson, Magnus / Akenine-Möller, Tomas | 2016
Watertight Ray Traversal with Reduced Precision
Vaidyanathan, Karthik / Akenine-Möller, Tomas / Salvi, Marco | 2016
Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
Binder, Nikolaus / Keller, Alexander | 2016
Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal
Liktor, Gabor / Vaidyanathan, Karthik | 2016
DIRT: Deferred Image-based Ray Tracing
Vardis, Konstantinos / Vasilakis, Andreas-Alexandros / Papaioannou, Georgios | 2016
Photon Splatting Using a View-Sample Cluster Hierarchy
Moreau, Pierre / Sintorn, Erik / Kämpe, Viktor / Assarsson, Ulf / Doggett, Michael | 2016
Deep G-Buffers for Stable Global Illumination Approximation
Mara, Michael / McGuire, Morgan / Nowrouzezahrai, Derek / Luebke, David | 2016
Lightcut Interpolation
Rehfeld, Hauke / Dachsbacher, Carsten | 2016
GVDB: Raytracing Sparse Voxel Database Structures on the GPU
Hoetzlein, Rama Karl | 2016
Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs
Áfra, Attila T. / Benthin, Carsten / Wald, Ingo / Munkberg, Jacob | 2016
Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids
Hochstetter, Hendrik / Orthmann, Jens / Kolb, Andreas | 2016
Infinite Resolution Textures
Reshetov, Alexander / Luebke, David | 2016
Filtering Distributions of Normals for Shading Antialiasing
Kaplanyan, Anton S. / Hill, Stephen / Patney, Anjul / Lefohn, Aaron | 2016
Comparison of Projection Methods for Rendering Virtual Reality
Toth, Robert / Nilsson, Jim / Akenine-Möller, Tomas | 2016
A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields
Thuerck, Daniel / Waechter, Michael / Widmer, Sven / Buelow, Max von / Seemann, Patrick / Pfetsch, Marc E. / Goesele, Michael | 2016