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...

Full description

Bibliographic Details
Main Authors: Thorsten Roth, Martin Weier, Pablo Bauszat, André Hinkenjann, Yongmin Li
Format: Article
Language:English
Published: MDPI AG 2020-03-01
Series:Computers
Subjects:
Online Access:https://www.mdpi.com/2073-431X/9/1/17
id doaj-ba29ed1d55a34a929c57d902c77b09c5
record_format Article
spelling 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 AT thorstenroth hashbasedhierarchicalcachingandlayeredfilteringforinteractivepreviewsinglobalilluminationrendering
AT martinweier hashbasedhierarchicalcachingandlayeredfilteringforinteractivepreviewsinglobalilluminationrendering
AT pablobauszat hashbasedhierarchicalcachingandlayeredfilteringforinteractivepreviewsinglobalilluminationrendering
AT andrehinkenjann hashbasedhierarchicalcachingandlayeredfilteringforinteractivepreviewsinglobalilluminationrendering
AT yongminli hashbasedhierarchicalcachingandlayeredfilteringforinteractivepreviewsinglobalilluminationrendering
_version_ 1724857196925157376