This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and multiply with. We address this problem by representing the transform as a set of sparse matrices encoded in wavelet space. A hierarchical construction is used to impose a wavelet basis on the unstructured gather cloud, and an image-based approach is used to map the sparse matrix computations to the GPU. We precompute the transfer matrices using a hierarchical algorithm and a variation of photon mapping in less than three hours on one processor. We achieve high-quality indirect illumination at 10-20 frames per second for complex scenes with over 2 million polygons, with diffuse and glossy materials, and arbitrary direct lighting models (expressed using shaders). We compute per-pixel indirect illumination without the need of irradiance caching or other subsampling techniques.
Direct-to-indirect transfer for cinematic relighting / Milos, Hasan; Pellacini, Fabio; Kavita, Bala. - In: ACM TRANSACTIONS ON GRAPHICS. - ISSN 0730-0301. - 25:3(2006), pp. 1089-1097. [10.1145/1141911.1141998]
Direct-to-indirect transfer for cinematic relighting
PELLACINI, FABIO;
2006
Abstract
This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and multiply with. We address this problem by representing the transform as a set of sparse matrices encoded in wavelet space. A hierarchical construction is used to impose a wavelet basis on the unstructured gather cloud, and an image-based approach is used to map the sparse matrix computations to the GPU. We precompute the transfer matrices using a hierarchical algorithm and a variation of photon mapping in less than three hours on one processor. We achieve high-quality indirect illumination at 10-20 frames per second for complex scenes with over 2 million polygons, with diffuse and glossy materials, and arbitrary direct lighting models (expressed using shaders). We compute per-pixel indirect illumination without the need of irradiance caching or other subsampling techniques.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.