Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination Rendering
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique th...
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doaj-ba29ed1d55a34a929c57d902c77b09c52020-11-25T02:23:47ZengMDPI AGComputers2073-431X2020-03-01911710.3390/computers9010017computers9010017Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination RenderingThorsten Roth0Martin Weier1Pablo Bauszat2André Hinkenjann3Yongmin Li4Institute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, 53757 Sankt Augustin, GermanyInstitute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, 53757 Sankt Augustin, GermanyDepartment of Intelligent Systems, Delft University of Technology, 2628 CD Delft, The NetherlandsInstitute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, 53757 Sankt Augustin, GermanyDepartment of Computer Science, Brunel University London, Uxbridge UB8 3PH, UKModern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path-traced results, but with a greatly reduced computational complexity, allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.https://www.mdpi.com/2073-431X/9/1/17ray tracingglobal illuminationlevel-of-detailcachingrendering |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Thorsten Roth Martin Weier Pablo Bauszat André Hinkenjann Yongmin Li |
spellingShingle |
Thorsten Roth Martin Weier Pablo Bauszat André Hinkenjann Yongmin Li Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination Rendering Computers ray tracing global illumination level-of-detail caching rendering |
author_facet |
Thorsten Roth Martin Weier Pablo Bauszat André Hinkenjann Yongmin Li |
author_sort |
Thorsten Roth |
title |
Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination Rendering |
title_short |
Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination Rendering |
title_full |
Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination Rendering |
title_fullStr |
Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination Rendering |
title_full_unstemmed |
Hash-Based Hierarchical Caching and Layered Filtering for Interactive Previews in Global Illumination Rendering |
title_sort |
hash-based hierarchical caching and layered filtering for interactive previews in global illumination rendering |
publisher |
MDPI AG |
series |
Computers |
issn |
2073-431X |
publishDate |
2020-03-01 |
description |
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path-traced results, but with a greatly reduced computational complexity, allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering. |
topic |
ray tracing global illumination level-of-detail caching rendering |
url |
https://www.mdpi.com/2073-431X/9/1/17 |
work_keys_str_mv |
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1724857196925157376 |