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Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization

Received: 13 October 2016    Accepted:     Published: 13 October 2016
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Abstract

Many scenes of interest to computer graphics applications contain a large number of dynamic light sources. Lighting is computationally expensive because it implies solving a visibility problem for every point light source. We present a method for voxel based approximation of the geometry of a scene. The ray is intersected with the approximation to accelerate the visibility determination. The scene geometry is approximated with a 2D array of voxelizations, with one voxelization for each direction from a dense sampling of the 2D space of all possible directions. The ray/scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. We support dynamic scenes with rigidly moving objects and complex dynamic scenes. The results of our experiments show our method can render scenes containing thousands lights.

DOI 10.11648/j.sd.20160405.17
Published in Science Discovery (Volume 4, Issue 5, October 2016)
Page(s) 303-309
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2024. Published by Science Publishing Group

Keywords

Realistic Rendering, Visibility Determination, Many-lights, Voxelizations

References
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[4] Ritschel, Grosch, Kim, Seidel, Dachsbacher, Kautz. Imperfect shadow maps for efficient computation of indirect Illumination[J]. ACM Transactions on Graphics (TOG) 27, 2008, 5, 129.
[5] Dong, Kautz, Theobalt, Seidel. Interactive global illumination using implicit visibility[J]. In Conference on Computer Graphics & Applications. 2007, 77–86.
[6] Hollander, Ritschel, Eisemann, Boubekeur.Manylods: Parallel many-view level-of-detail selection for realtime global Illumination[J]. In Computer Graphics Forum. Vol. 30. Wiley Online Library, 2011, 1233–1240.
[7] Olsson, Sintorn, Kampe, Billeter, Assarsson. Efficient virtual shadow maps for many lights[J]. In Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. ACM, 2014, 87–96.
[8] Hasan, Pellacini, Bala. Matrix row-column sampling for the many-light problem[J]. In ACM Transactions on Graphics (TOG). Vol. 26. ACM, 2007, 26.
[9] Wang, Huo, Yuan, Zhou, Hua, Bao. Gpu-based out-of-core many-lights rendering[J]. ACM Transactions on Graphics (TOG) 32, 6, 2013, 210.
[10] Wang, Huo, Jin, Bao. A matrix sampling-and-recovery approach for many-lights rendering.Gpu-based out-of-core. ACM Transactions on Graphics (TOG) 34, 6, 2015, 210.
[11] Ritschel, Engelhardt, Grosch, Seidel, Kautz, Dachsbacher. Micro-rendering for scalable, parallel final gathering[J]. ACM Transactions on Graphics (TOG) 28, 2009, 5, 132.
[12] Knichols, Penmatsa, Wyman.Interactive, multiresolution image-space rendering for dynamic area lighting. In Computer Graphics Forum. Vol. 29. Wiley Online Library, 2010, 1279–1288.
[13] Paquette, Poulin, Drettakis. A light hierarchy for fast rendering of scenes with many lights[J]. In Computer Graphics Forum. Vol. 17. Wiley Online Library, 1998, 63–74.
[14] Walter, Fernandez, Arbree, Bala, Donilian, Greenberg. Lightcuts: A scalable approach to illumination[J]. Ac Transactions on Graphics 24, 3, pgs. 2005, 1098–1107.
[15] Walter, Khungurn, Bala. Bidirectional lightcuts [J]. ACM Transactions on Graphics (TOG) 31, 2012, 4, 59.
[16] Wu, Chuang. Visibilitycluster: Average directional visibility for many-light rendering. Visualization and Computer Graphics, IEEE Transactions on 19, 9, 2013, 1566–1578.
[17] NVIDIA. 2016. Nvidia optix ray tracing engine. http://developer.nvidia.com/optix.
Author Information
  • College of Computer Science, Beihang University, Beijing, China

  • College of Computer Science, Beihang University, Beijing, China

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  • APA Style

    Meng Chunlei, Su Tao. (2016). Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization. Science Discovery, 4(5), 303-309. https://doi.org/10.11648/j.sd.20160405.17

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    ACS Style

    Meng Chunlei; Su Tao. Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization. Sci. Discov. 2016, 4(5), 303-309. doi: 10.11648/j.sd.20160405.17

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    AMA Style

    Meng Chunlei, Su Tao. Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization. Sci Discov. 2016;4(5):303-309. doi: 10.11648/j.sd.20160405.17

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  • @article{10.11648/j.sd.20160405.17,
      author = {Meng Chunlei and Su Tao},
      title = {Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization},
      journal = {Science Discovery},
      volume = {4},
      number = {5},
      pages = {303-309},
      doi = {10.11648/j.sd.20160405.17},
      url = {https://doi.org/10.11648/j.sd.20160405.17},
      eprint = {https://download.sciencepg.com/pdf/10.11648.j.sd.20160405.17},
      abstract = {Many scenes of interest to computer graphics applications contain a large number of dynamic light sources. Lighting is computationally expensive because it implies solving a visibility problem for every point light source. We present a method for voxel based approximation of the geometry of a scene. The ray is intersected with the approximation to accelerate the visibility determination. The scene geometry is approximated with a 2D array of voxelizations, with one voxelization for each direction from a dense sampling of the 2D space of all possible directions. The ray/scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. We support dynamic scenes with rigidly moving objects and complex dynamic scenes. The results of our experiments show our method can render scenes containing thousands lights.},
     year = {2016}
    }
    

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  • TY  - JOUR
    T1  - Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization
    AU  - Meng Chunlei
    AU  - Su Tao
    Y1  - 2016/10/13
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    DO  - 10.11648/j.sd.20160405.17
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    AB  - Many scenes of interest to computer graphics applications contain a large number of dynamic light sources. Lighting is computationally expensive because it implies solving a visibility problem for every point light source. We present a method for voxel based approximation of the geometry of a scene. The ray is intersected with the approximation to accelerate the visibility determination. The scene geometry is approximated with a 2D array of voxelizations, with one voxelization for each direction from a dense sampling of the 2D space of all possible directions. The ray/scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. We support dynamic scenes with rigidly moving objects and complex dynamic scenes. The results of our experiments show our method can render scenes containing thousands lights.
    VL  - 4
    IS  - 5
    ER  - 

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