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Sequential Monte Carlo instant radiosity

Published: 27 February 2016 Publication History

Abstract

Instant Radiosity and its derivatives are interactive methods for efficiently estimating global (indirect) illumination. They represent the last indirect bounce of illumination before the camera as the composite radiance field emitted by a set of virtual point light sources (VPLs). In complex scenes, current algorithms suffer from a difficult combination of two issues: it remains a challenge to distribute VPLs in a manner that simultaneously gives a high-quality indirect illumination solution for each frame, and does so in a temporally coherent manner. We address both issues by building, and maintaining over time, an adaptive and temporally coherent distribution of VPLs in locations where they bring indirect light to the image. We introduce a novel heuristic sampling method that strives to only move as few of the VPLs between frames as possible. The result is, to the best of our knowledge, the first interactive global illumination algorithm that works in complex, highly-occluded scenes, suffers little from temporal flickering, supports moving cameras and light sources, and is output-sensitive in the sense that it places VPLs in locations that matter most to the final result.

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  1. Sequential Monte Carlo instant radiosity

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      cover image ACM Conferences
      I3D '16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
      February 2016
      200 pages
      ISBN:9781450340434
      DOI:10.1145/2856400
      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 the author(s) 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 2016

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      Author Tags

      1. global illumination
      2. instant radiosity

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      • Research-article

      Funding Sources

      • EPSRC
      • EU project CRPLAY

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      I3D '16
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      I3D '16: Symposium on Interactive 3D Graphics and Games
      February 27 - 28, 2016
      Washington, Redmond

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      Overall Acceptance Rate 148 of 485 submissions, 31%

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      • (2023)Decorrelating ReSTIR Samplers via MCMC MutationsACM Transactions on Graphics10.1145/362916643:1(1-15)Online publication date: 19-Oct-2023
      • (2021)ReSTIR GI: Path Resampling for Real‐Time Path TracingComputer Graphics Forum10.1111/cgf.1437840:8(17-29)Online publication date: 28-Nov-2021
      • (2020)On the Use of Deep Active Semi-Supervised Learning for Fast Rendering in Global IlluminationJournal of Imaging10.3390/jimaging60900916:9(91)Online publication date: 8-Sep-2020
      • (2020)Real-time Approximation of Photometric Polygonal LightsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/33845373:1(1-18)Online publication date: 4-May-2020
      • (2020)Screen-space VPL propagation for real-time indirect lighting2020 33rd SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI)10.1109/SIBGRAPI51738.2020.00015(46-53)Online publication date: Nov-2020
      • (2019)Real-Time Rendering with Lighting Grid HierarchyProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/33213612:1(1-17)Online publication date: 3-Jun-2019
      • (2019)Incrementally baked global illuminationProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3306131.3317015(1-10)Online publication date: 21-May-2019
      • (2019)Pooling spike neural network for fast rendering in global illuminationNeural Computing and Applications10.1007/s00521-018-3941-zOnline publication date: 1-Jan-2019
      • (2018)Interactive rendering of translucent materials under area lights using voxels and Poisson disk samplesComputers & Graphics10.1016/j.cag.2018.01.00171(101-112)Online publication date: Apr-2018
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