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Dynamic Many-Light Sampling for Real-Time Ray Tracing

Moreau, Pierre LU orcid ; Pharr, Matt and Clarberg, Petrik (2019) High-Performance Graphics, 2019
Abstract
Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources---lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterization-based techniques that do not scale to many lights or work well with area lights. Current GPUs only afford the capability of tracing a few rays per pixel at real-time frame rates, making it necessary to focus sampling on important light sources. While state-of-the-art algorithms for offline rendering build hierarchical data structures over the light sources that enable sampling them according to their importance, they lack efficient support for dynamic scenes. We present a new algorithm for... (More)
Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources---lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterization-based techniques that do not scale to many lights or work well with area lights. Current GPUs only afford the capability of tracing a few rays per pixel at real-time frame rates, making it necessary to focus sampling on important light sources. While state-of-the-art algorithms for offline rendering build hierarchical data structures over the light sources that enable sampling them according to their importance, they lack efficient support for dynamic scenes. We present a new algorithm for maintaining hierarchical light sampling data structures targeting real-time rendering. Our approach is based on a two-level BVH hierarchy that reduces the cost of partial hierarchy updates. Performance is further improved by updating lower-level BVHs via refitting, maintaining their original topology. We show that this approach can give error within 6% of recreating the entire hierarchy from scratch at each frame, while being two orders of magnitude faster, requiring less than 1 ms per frame for hierarchy updates for a scene with thousands of moving light sources on a modern GPU. Further, we show that with spatiotemporal filtering, our approach allows complex scenes with thousands of lights to be rendered with ray-traced shadows in 16.1 ms per frame. (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 2019 - Short Papers
editor
Steinberger, Markus and Foley, Tim
pages
6 pages
publisher
Eurographics - European Association for Computer Graphics
conference name
High-Performance Graphics, 2019
conference location
Strasbourg, France
conference dates
2019-07-08 - 2019-07-10
external identifiers
  • scopus:85090421840
ISBN
978-3-03868-092-5
DOI
10.2312/hpg.20191191
project
Empirical Heterogeneous System Modeling for Efficient Real-Time Rendering
language
English
LU publication?
yes
id
38a4b4aa-ddc0-468a-8e83-be6f8b4bb863
alternative location
http://fileadmin.cs.lth.se/graphics/research/papers/2019/dyn_manylight/MPC19.pdf
date added to LUP
2020-01-30 09:42:59
date last changed
2024-02-16 08:44:12
@inproceedings{38a4b4aa-ddc0-468a-8e83-be6f8b4bb863,
  abstract     = {{Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources---lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterization-based techniques that do not scale to many lights or work well with area lights. Current GPUs only afford the capability of tracing a few rays per pixel at real-time frame rates, making it necessary to focus sampling on important light sources. While state-of-the-art algorithms for offline rendering build hierarchical data structures over the light sources that enable sampling them according to their importance, they lack efficient support for dynamic scenes. We present a new algorithm for maintaining hierarchical light sampling data structures targeting real-time rendering. Our approach is based on a two-level BVH hierarchy that reduces the cost of partial hierarchy updates. Performance is further improved by updating lower-level BVHs via refitting, maintaining their original topology. We show that this approach can give error within 6% of recreating the entire hierarchy from scratch at each frame, while being two orders of magnitude faster, requiring less than 1 ms per frame for hierarchy updates for a scene with thousands of moving light sources on a modern GPU. Further, we show that with spatiotemporal filtering, our approach allows complex scenes with thousands of lights to be rendered with ray-traced shadows in 16.1 ms per frame.}},
  author       = {{Moreau, Pierre and Pharr, Matt and Clarberg, Petrik}},
  booktitle    = {{High-Performance Graphics 2019 - Short Papers}},
  editor       = {{Steinberger, Markus and Foley, Tim}},
  isbn         = {{978-3-03868-092-5}},
  language     = {{eng}},
  publisher    = {{Eurographics - European Association for Computer Graphics}},
  title        = {{Dynamic Many-Light Sampling for Real-Time Ray Tracing}},
  url          = {{http://dx.doi.org/10.2312/hpg.20191191}},
  doi          = {{10.2312/hpg.20191191}},
  year         = {{2019}},
}