Skip to main content

Lund University Publications

LUND UNIVERSITY LIBRARIES

Photon Splatting Using a View-Sample Cluster Hierarchy

Moreau, Pierre LU orcid ; Sintorn, Erik ; Kämpe, Viktor ; Assarsson, Ulf and Doggett, Michael LU orcid (2016) High Performance Graphics, 2016
Abstract
Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the number of photons is often low compared to the number of view samples. Most photon splatting approaches struggle with large photon radii or high resolutions due to overdraw and insufficient culling. In this paper, we show how dynamic real-time diffuse interreflection can be achieved by using a full 3D acceleration structure built over the view samples and then splatting photons onto the view samples by traversing this data structure. Full dynamic lighting and scenes are possible by tracing and splatting photons, and... (More)
Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the number of photons is often low compared to the number of view samples. Most photon splatting approaches struggle with large photon radii or high resolutions due to overdraw and insufficient culling. In this paper, we show how dynamic real-time diffuse interreflection can be achieved by using a full 3D acceleration structure built over the view samples and then splatting photons onto the view samples by traversing this data structure. Full dynamic lighting and scenes are possible by tracing and splatting photons, and rebuilding the acceleration structure every frame. We show that the number of view-sample/photon tests can be significantly reduced and suggest further culling techniques based on the normal cone of each node in the hierarchy. Finally, we present an approximate variant of our algorithm where photon traversal is stopped at a fixed level of our hierarchy, and the incoming radiance is accumulated per node and direction, rather than per view sample. This improves performance significantly with little visible degradation of quality. (Less)
Please use this url to cite or link to this publication:
author
; ; ; and
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
host publication
High-Performance Graphics 2016
editor
Assarsson, Ulf and Hunt, Warren
pages
11 pages
publisher
Eurographics - European Association for Computer Graphics
conference name
High Performance Graphics, 2016
conference location
Dublin, Ireland
conference dates
2016-06-20 - 2016-06-22
external identifiers
  • scopus:85087793003
ISBN
978-3-03868-008-6
DOI
10.2312/hpg.20161194
project
Empirical Heterogeneous System Modeling for Efficient Real-Time Rendering
language
English
LU publication?
yes
id
8d218298-96a6-4e75-a605-ed3e575a70e8
alternative location
http://fileadmin.cs.lth.se/graphics/research/papers/2016/splatting/MSKAD16.pdf
date added to LUP
2016-05-24 15:28:17
date last changed
2022-02-16 05:52:00
@inproceedings{8d218298-96a6-4e75-a605-ed3e575a70e8,
  abstract     = {{Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the number of photons is often low compared to the number of view samples. Most photon splatting approaches struggle with large photon radii or high resolutions due to overdraw and insufficient culling. In this paper, we show how dynamic real-time diffuse interreflection can be achieved by using a full 3D acceleration structure built over the view samples and then splatting photons onto the view samples by traversing this data structure. Full dynamic lighting and scenes are possible by tracing and splatting photons, and rebuilding the acceleration structure every frame. We show that the number of view-sample/photon tests can be significantly reduced and suggest further culling techniques based on the normal cone of each node in the hierarchy. Finally, we present an approximate variant of our algorithm where photon traversal is stopped at a fixed level of our hierarchy, and the incoming radiance is accumulated per node and direction, rather than per view sample. This improves performance significantly with little visible degradation of quality.}},
  author       = {{Moreau, Pierre and Sintorn, Erik and Kämpe, Viktor and Assarsson, Ulf and Doggett, Michael}},
  booktitle    = {{High-Performance Graphics 2016}},
  editor       = {{Assarsson, Ulf and Hunt, Warren}},
  isbn         = {{978-3-03868-008-6}},
  language     = {{eng}},
  publisher    = {{Eurographics - European Association for Computer Graphics}},
  title        = {{Photon Splatting Using a View-Sample Cluster Hierarchy}},
  url          = {{http://dx.doi.org/10.2312/hpg.20161194}},
  doi          = {{10.2312/hpg.20161194}},
  year         = {{2016}},
}