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研究生: 慕威廉
William Faure
論文名稱: 穿插式照明計算中虛擬點光源取樣的改善方法
Quality improvement in interleaved shading to solve the many light problem
指導教授: 張鈞法
Chang, Chun-Fa
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2010
畢業學年度: 98
語文別: 英文
論文頁數: 44
中文關鍵詞: global illuminationinstant radiositymetalightinterleaved shading
英文關鍵詞: global illumination, metalight, instant radiosity, interleaved shading
論文種類: 學術論文
相關次數: 點閱:94下載:5
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  • Instant radiosity is an elegant method for rendering global illumination effects by casting virtual point lights (VPL) from primary light sources onto the objects in the scene. The final image is obtained by accumulating the participation of the primary sources and the VPLs. However, it is common to cast tens or hundreds of thousands of VPLs to obtain accurate global illumination, especially in scenes with important occlusion and complex shapes. Interleaved shading consists in reorganizing the image-space into multiple identical size blocks, in which each pixel is shaded using a different subset of VPLs. This method improves rendering speed, breaks hard shadow edges and is trivially parallel; however, the incoherent shading introduces a distracting structured noise.
      We present here a novel method to improve classic interleaved shading by rearranging the VPL subsets and improving VPL sampling within subsets. Few samples are taken in image space to estimate VPLs visual importance. This serves as a key to sort VPLs and assign them to subsets using a card dealing algorithm. During the rendering phase, a fraction of the VPLs in the subset corresponding to a particular pixel is sampled to shade it.
      The whole process can easily be abstracted using a global lighting structure, called metalight, and we show that our method leads to dramatic noise variance reduction in the final picture by adding a small fraction of computation. The implementation is straight-forward and can be easily integrated into any interleaved shading-based frameworks and, in general, to most of local or distributed rendering systems on CPU or GPU. We also present different image-space assignment schemes for the VPL subsets to break the regularity of the noise pattern or to adapt it to a simple antialiasing algorithm.

    Instant radiosity is an elegant method for rendering global illumination effects by casting virtual point lights (VPL) from primary light sources onto the objects in the scene. The final image is obtained by accumulating the participation of the primary sources and the VPLs. However, it is common to cast tens or hundreds of thousands of VPLs to obtain accurate global illumination, especially in scenes with important occlusion and complex shapes. Interleaved shading consists in reorganizing the image-space into multiple identical size blocks, in which each pixel is shaded using a different subset of VPLs. This method improves rendering speed, breaks hard shadow edges and is trivially parallel; however, the incoherent shading introduces a distracting structured noise.
      We present here a novel method to improve classic interleaved shading by rearranging the VPL subsets and improving VPL sampling within subsets. Few samples are taken in image space to estimate VPLs visual importance. This serves as a key to sort VPLs and assign them to subsets using a card dealing algorithm. During the rendering phase, a fraction of the VPLs in the subset corresponding to a particular pixel is sampled to shade it.
      The whole process can easily be abstracted using a global lighting structure, called metalight, and we show that our method leads to dramatic noise variance reduction in the final picture by adding a small fraction of computation. The implementation is straight-forward and can be easily integrated into any interleaved shading-based frameworks and, in general, to most of local or distributed rendering systems on CPU or GPU. We also present different image-space assignment schemes for the VPL subsets to break the regularity of the noise pattern or to adapt it to a simple antialiasing algorithm.

    Chapter 1 Introduction 8 1.1 Main contribution 9 Chapter 2 Discrete models for indirect lighting 10 2.1 Instant radiosity 10 2.2 Reflective and transluscent shadow maps 11 2.3 Interleaved sampling, interleaved shading 12 2.4 Non-interleaved solution to the many-light problem 13 2.4.1 Lightcuts and multidimensional lightcuts 13 2.4.2 Matrix Row-Column Sampling 13 2.4.3 Other methods 14 2.5 Interleaved shading 15 2.6 Weakness of standard interleaved shading 15 Chapter 3 Metalight 18 3.1 Notations 18 3.2 Query overview 18 3.3 Metalight contruction 19 3.3.1 Creation of the VPLs 19 3.3.1.1 VPL casting 19 3.3.1.2 VPL structure 20 3.3.2 Image-space sampling of VPL importance 20 3.3.3 Metalight balancing and implicit definition of the \Omega_{i} subsets 21 3.3.3.1 Sorted metalight 21 3.3.3.2 A special scenario: linear assignation and worst case \Omega_{i} 23 3.3.4 Assigning the \Omega_{i} to the pixels 23 3.3.5 Final rendering 26 3.3.6 Light selection in \Omega_{i} and \Omega 26 3.3.6.1 Stratified sampling 27 3.3.6.2 Importance sampling 32 Chapter 4 Results 33 4.1 Noise pattern reduction 33 4.2 Variance reduction 35 4.3 \lambda samples 35 4.4 Antialiasing quality 36 4.5 HDR environment lighting 39 Chapter 5 Raytracer implementation of metalights 40 5.1 Metalight balancing 40 5.2 New command line parameters 40 5.3 New keywords and light source definition 41 Chapter 6 Conclusion 43 A Irregular MSM generation code 47 B Metalight balancing script 50

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