University of Montreal & iMAGIS A Light Hierarchy for Fast Rendering of Scenes with Many Lights E. Paquette, P. Poulin, and G. Drettakis.

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University of Montreal & iMAGIS A Light Hierarchy for Fast Rendering of Scenes with Many Lights E. Paquette, P. Poulin, and G. Drettakis

University of Montreal & iMAGIS Motivation Scenes with many light sources are expensive to render –Shading and shadowing cost dominates Typical scenes: city lights, chandelier, Christmas tree ornaments, flame simulation

University of Montreal & iMAGIS Introduction Goal: Accelerate the shading calculation for scenes with many light sources Our solution: Hierarchical multi-resolution representation of the light sources Context: Ray-tracing, point light sources Currently restricted to unoccluded light sources (no shadows)

University of Montreal & iMAGIS Outline  Previous work Hierarchical representation of light sources Diffuse and specular shading Treating visibility Conclusion & future work

University of Montreal & iMAGIS Previous Work Adaptive shadow testing [Ward91] –Problem with many similar contributions Monte Carlo [Shirley et al. 96] –Noise component can be very high Hierarchical radiosity with clustering [Smits et al. 94] [Sillion95] –Problems with clusters containing light sources

University of Montreal & iMAGIS Outline Previous work  Hierarchical representation of light sources Diffuse and specular shading Treating visibility Conclusion & future work

University of Montreal & iMAGIS Hierarchical Representation Distant lights need less accurate treatment virtual light source VLVL p

University of Montreal & iMAGIS Construction Light hierarchy (octree)

University of Montreal & iMAGIS Construction intensity of V L =   intensities position of V L = weighted average of positions Light hierarchy (octree) level 1 V L

University of Montreal & iMAGIS Construction level 0 V L intensity of V L =   intensities position of V L = weighted average of positions Light hierarchy (octree) level 1 V L Separate object hierarchy for ray-tracing acceleration

University of Montreal & iMAGIS Outline Previous work Hierarchical representation of light sources  Diffuse and specular shading Treating visibility Conclusion & future work

University of Montreal & iMAGIS Diffuse Reflection Approximation  d max  max N

University of Montreal & iMAGIS Diffuse Reflection Error Bound Derive an error bound on the virtual light usage  d max  max N Similarly for I max

University of Montreal & iMAGIS Diffuse Reflection Error Bound Derive an error bound on the virtual light usage  d max  max N

University of Montreal & iMAGIS Diffuse Reflection Shading HierShading(Point p, Voxel v) if Error(p, v) > T diffuse then ShadeAtLowerLevel(p,v) else AddErrorList(v, Error(p, v)) p

University of Montreal & iMAGIS Error List Error bound for replacing one cluster by V L Using lower levels replaces many clusters with corresponding V L s while Sum(errorList) > T diffuse v = VoxelWithGreatestError( errorList ) ShadeAtLowerLevel(p,v)

University of Montreal & iMAGIS Diffuse Reflection Results Speed Up (vs standard ray-tracing) Number of Light Sources Our method [Ward91]

University of Montreal & iMAGIS Specular Reflection Select important voxels and light sources in the hierarchy based on maximal potential contribution N  max

University of Montreal & iMAGIS Specular Reflection Shading HierShading(Point p, Voxel v) if I max (v) > T specular then ShadeAtLowerLevel(p,v) else AddErrorList(v, I max ) p

University of Montreal & iMAGIS Specular Reflection Results Number of Light Sources Our method [Ward91] Speed Up (vs standard ray-tracing)

University of Montreal & iMAGIS Artifacts Artifacts that result from increasing the threshold Rendered image Difference image (enhanced contrast) Discontinuities from discrete choice of hierarchy level Solution: Interpolation

University of Montreal & iMAGIS Outline Previous work Hierarchical representation of light sources Diffuse and specular shading  Treating visibility Conclusion & future work

University of Montreal & iMAGIS Treating Visibility Hierarchical algorithm gives appropriate nodes of the light sources hierarchy Warnock style decision –Full occlusion, full visibility, partial occlusion Use lower level nodes when partial visibility Approximate volumetric visibility method similar to [Sillion95] Need error bounds or estimates

University of Montreal & iMAGIS Outline Previous work Hierarchical representation of light sources Diffuse and specular shading Treating visibility  Conclusion & future work

University of Montreal & iMAGIS Conclusion Hierarchical multi-resolution representation of the light sources Logarithmic rendering time in the number of light sources (diffuse algorithm) Accelerates rendering in the presence of many light sources (up to 90 times faster than standard ray- tracing)

University of Montreal & iMAGIS Future Work Shadows –Visibility classification (full, partial or no occlusion) –Approximate visibility Non point light sources –Area, canned light sources, etc. General BRDF –Bounds on BRDF value