Photon Splatting Using a View-Sample Cluster Hierarchy
(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:
https://lup.lub.lu.se/record/8d218298-96a6-4e75-a605-ed3e575a70e8
- author
- Moreau, Pierre LU ; Sintorn, Erik ; Kämpe, Viktor ; Assarsson, Ulf and Doggett, Michael LU
- organization
- publishing date
- 2016
- 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}}, }