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Multiresolution splatting for indirect illumination

Published: 27 February 2009 Publication History

Abstract

Global illumination provides a visual richness not achievable with the direct illumination models used by most interactive applications. To generate global effects, numerous approximations attempt to reduce global illumination costs to levels feasible in interactive contexts. One such approximation, reflective shadow maps, samples a shadow map to identify secondary light sources whose contributions are splatted into eye-space. This splatting introduces significant overdraw that is usually reduced by artificially shrinking each splat's radius of influence. This paper introduces a new, multi-resolution approach for interactively splatting indirect illumination. Instead of reducing GPU fill rate by reducing splat size, we reduce fill rate by rendering splats into a multi-resolution buffer. This takes advantage of the low-frequency nature of diffuse and glossy indirect lighting, allowing rendering of indirect contributions at low resolution where lighting changes slowly and at high resolution near discontinuities. Because this multi-resolution rendering occurs on a per-splat basis, we can significantly reduce fill rate without arbitrarily clipping splat contributions below a given threshold---those regions simply are rendered at a coarse resolution.

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cover image ACM Conferences
I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games
February 2009
253 pages
ISBN:9781605584294
DOI:10.1145/1507149
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 27 February 2009

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Author Tags

  1. global illumination
  2. hardware-assisted rendering
  3. interactive rendering

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I3D '09
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I3D '09: Symposium on Interactive 3D Graphics and Games
February 27 - March 1, 2009
Massachusetts, Boston

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Overall Acceptance Rate 148 of 485 submissions, 31%

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  • (2024)Implementing Many-Lights Rendering with IES-Based LightsApplied Sciences10.3390/app1403102214:3(1022)Online publication date: 25-Jan-2024
  • (2021)Comparative Analysis of Real-Time Global Illumination Techniques in Current Game EnginesIEEE Access10.1109/ACCESS.2021.31096639(125158-125183)Online publication date: 2021
  • (2020)Foveated Instant Radiosity2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR50242.2020.00017(1-11)Online publication date: Nov-2020
  • (2020)Indirect illumination with efficient monte carlo integration and denoisingMultimedia Tools and Applications10.1007/s11042-020-09884-580:7(10167-10185)Online publication date: 17-Nov-2020
  • (2019)A Frequency Analysis and Dual Hierarchy for Efficient Rendering of Subsurface ScatteringProceedings of the 45th Graphics Interface Conference10.20380/GI2019.03(1-7)Online publication date: 1-Jun-2019
  • (2018)Screen space approximate gaussian hullsProceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations10.2312/sre.20181177(107-115)Online publication date: 1-Jul-2018
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  • (2017)Quantizing Intersections Using Compact VoxelsComputer Graphics Forum10.1111/cgf.1285536:6(76-85)Online publication date: 1-Sep-2017
  • (2016)Fast shadow map rendering for many-lights settingsProceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations10.5555/3056507.3056516(41-47)Online publication date: 22-Jun-2016
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