Affiliation:
1. Nanjing University, China
2. University of California
Abstract
Reproducing physically-based global illumination (GI) effects has been a long-standing demand for many real-time graphical applications. In pursuit of this goal, many recent engines resort to some form of light probes baked in a precomputation stage. Unfortunately, the GI effects stemming from the precomputed probes are rather limited due to the constraints in the probe storage, representation or query. In this paper, we propose a new method for probe-based GI rendering which can generate a wide range of GI effects, including glossy reflection with multiple bounces, in complex scenes. The key contributions behind our work include a gradient-based search algorithm and a neural image reconstruction method. The search algorithm is designed to reproject the probes' contents to any query viewpoint, without introducing parallax errors, and converges fast to the optimal solution. The neural image reconstruction method, based on a dedicated neural network and several G-buffers, tries to recover high-quality images from low-quality inputs due to limited resolution or (potential) low sampling rate of the probes. This neural method makes the generation of light probes efficient. Moreover, a temporal reprojection strategy and a temporal loss are employed to improve temporal stability for animation sequences. The whole pipeline runs in realtime (>30 frames per second) even for high-resolution (1920×1080) outputs, thanks to the fast convergence rate of the gradient-based search algorithm and a light-weight design of the neural network. Extensive experiments on multiple complex scenes have been conducted to show the superiority of our method over the state-of-the-arts.
Funder
Natural Science Foundation of Jiangsu Province
National Natural Science Foundation of China
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design
Reference98 articles.
1. Kernel-predicting convolutional networks for denoising Monte Carlo renderings
2. Nir Benty Kai-Hwa Yao Petrik Clarberg Lucy Chen Simon Kallweit Tim Foley Matthew Oakes Conor Lavelle and Chris Wyman. 2020. The Falcor Rendering Framework. https://github.com/NVIDIAGameWorks/Falcor https://github.com/NVIDIAGameWorks/Falcor. Nir Benty Kai-Hwa Yao Petrik Clarberg Lucy Chen Simon Kallweit Tim Foley Matthew Oakes Conor Lavelle and Chris Wyman. 2020. The Falcor Rendering Framework. https://github.com/NVIDIAGameWorks/Falcor https://github.com/NVIDIAGameWorks/Falcor.
3. Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting;Bitterli Benedikt;ACM Transactions on Graphics (Proceedings of SIGGRAPH),2020
4. Texture and reflection in computer generated images
5. Sebastien Bonopera Peter Hedman Jerome Esnault Siddhant Prakash Simon Rodriguez Theo Thonat Mehdi Benadel Gaurav Chaurasia Julien Philip and George Drettakis. 2020. sibr: A System for Image Based Rendering. https://gitlab.inria.fr/sibr/sibr_core Sebastien Bonopera Peter Hedman Jerome Esnault Siddhant Prakash Simon Rodriguez Theo Thonat Mehdi Benadel Gaurav Chaurasia Julien Philip and George Drettakis. 2020. sibr: A System for Image Based Rendering. https://gitlab.inria.fr/sibr/sibr_core
Cited by
2 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献