A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Variational shape approximation
ACM SIGGRAPH 2004 Papers
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Fast Point Based Global Illumination
CADGRAPHICS '11 Proceedings of the 2011 12th International Conference on Computer-Aided Design and Computer Graphics
Quantized Point-Based Global Illumination
Computer Graphics Forum
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
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The Point-Based Global Illumination (PBGI) algorithm is composed of two major steps: a caching step and a multiview rasterization step. At caching time, a dense point-sampling of the scene is shaded and organized in a spatial hierarchy, with internal nodes approximating the radiance of their subtrees using spherical harmonics. At rasterization time, a microbuffer is instantiated at the unprojected position of each image pixel (receiver). Then, a view-adaptive level-of-detail of the scene is extracted in the form of a tree cut and rasterized in the receiver's microbuffer, solving for visibility using a local variant of the z-buffer. Finally, the pixel color is computed by convolving its filled microbuffer with the surface BRDF. This noise-free indirect lighting method is widely used in the industry and captures several critical lighting effects, including ambient occlusion, color bleeding, (indirect) soft-shadows and environment lighting. However, we observe a large redundancy in this algorithm, both in cuts and receivers'microbuffers, which stems from their relatively low resolution. In this paper, we propose an evolution of PBGI which exploits spatial coherence to reduce these redundant computations. Starting from a similarity-based variational clustering of the receivers, we compute a single tree cut and rasterize a single microbuffer for each cluster. This per-cluster microbuffer provides a faithful approximation of the incident radiance for distant nodes and is composited over a receiver-specific microbuffer rasterizing only the closest nodes of the cluster's cut. This factorized approach is easy to integrate in any existing PBGI implementation and offers a significant rendering speed-up for a negligible and controllable approximation error.