Dynamic Many-Light Sampling for Real-Time Ray Tracing
(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:
https://lup.lub.lu.se/record/38a4b4aa-ddc0-468a-8e83-be6f8b4bb863
- author
- Moreau, Pierre
LU
; Pharr, Matt and Clarberg, Petrik
- organization
- publishing date
- 2019
- 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}}, }