2011 |
 | Interactive Indirect Illumination Using Voxel Cone Tracing Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar Computer Graphics Forum (Proc. of Pacific Graphics 2011), 2011. (Article) (Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time) @article{CNSGE11b, name = {Interactive Indirect Illumination Using Voxel Cone Tracing}, author = {Crassin, Cyril and Neyret, Fabrice and Sainz, Miguel and Green, Simon and Eisemann, Elmar}, url = {http://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel-cone-tracing, NVIDIA publication webpage http://maverick.inria.fr/Publications/2011/CNSGE11b/, INRIA publication webpage http://www.icare3d.org/research/publications/CNSGE11b/GIVoxels-pg2011-authors.pdf, Paper authors version http://research.nvidia.com/sites/default/files/publications/GIVoxels_Siggraph2011_web.pptx, Siggraph 2011 Talk}, year = {2011}, date = {2011-09-01}, booktitle = {Computer Graphics Forum (Proc. of Pacific Graphics 2011)}, journal = {Computer Graphics Forum (Proc. of Pacific Graphics 2011)}, abstract = {Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low-frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance and can handle complex scenes with dynamic content thanks to an interactive octree-voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion. }, keywords = {Voxel, Global Illumination, Lighting, Real-Time} }
Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low-frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance and can handle complex scenes with dynamic content thanks to an interactive octree-voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion. |
 | Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar SIGGRAPH 2011 : Technical Talk, ACM SIGGRAPH, 2011. (Inproceeding) (Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time, gpu) @inproceedings{CNSGE11a, name = {Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight}, author = {Crassin, Cyril and Neyret, Fabrice and Sainz, Miguel and Green, Simon and Eisemann, Elmar}, url = {http://maverick.inria.fr/Publications/2011/CNSGE11a/, Talk INRIA webpage http://maverick.inria.fr/Publications/2011/CNSGE11a/GIVoxels_Siggraph_Talk.pdf, Slides PDF http://maverick.inria.fr/Publications/2011/CNSGE11a/GIVoxels_Siggraph2011.ppt, Slides PPT}, year = {2011}, date = {2011-08-07}, booktitle = {SIGGRAPH 2011 : Technical Talk}, publisher = {ACM SIGGRAPH}, abstract = {Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the surfaces involved. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on-the-fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and Glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance and allows for fully dynamic content thanks to an interactive octree voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion}, howpublished = {SIGGRAPH 2011 : Technical Talk}, keywords = {Voxel, Global Illumination, Lighting, Real-Time, gpu} }
Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the surfaces involved. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on-the-fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and Glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance and allows for fully dynamic content thanks to an interactive octree voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion |
 | Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar Poster ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D). Best Poster Award., 2011. (Inproceeding) (Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time, gpu) @inproceedings{CNSGE11, name = {Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview}, author = {Crassin, Cyril and Neyret, Fabrice and Sainz, Miguel and Green, Simon and Eisemann, Elmar}, url = {http://artis.imag.fr/Publications/2011/CNSGE11, INRIA Publication Webpage http://maverick.inria.fr/Publications/2011/CNSGE11/I3D2011_Poster_web.pdf, Poster PDF}, year = {2011}, date = {2011-02-19}, booktitle = {Poster ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D). Best Poster Award.}, keywords = {Voxel, Global Illumination, Lighting, Real-Time, gpu} }
|
2008 |
 | Interactive Multiple Anisotropic Scattering In Clouds Bouthors, Antoine; Neyret, Fabrice; Max, Nelson; Bruneton, Eric; Crassin, Cyril ACM Symposium on Interactive 3D Graphics and Games (I3D), 2008. (Inproceeding) (Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, real-time rendering, ray-casting, clouds rendering) @inproceedings{BNMBC08, name = {Interactive Multiple Anisotropic Scattering In Clouds}, author = {Bouthors, Antoine and Neyret, Fabrice and Max, Nelson and Bruneton, Eric and Crassin, Cyril}, url = {http://www-evasion.imag.fr/Publications/2008/BNMBC08, INRIA Publication Page http://maverick.inria.fr/Publications/2008/BNMBC08/cloudsFINAL.pdf, Paper authors version}, year = {2008}, date = {2008-02-01}, booktitle = {ACM Symposium on Interactive 3D Graphics and Games (I3D)}, abstract = {We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volume. Contrary to previous real-time methods we account for all kinds of light paths through the medium and preserve their anisotropic behavior. Our approach consists of estimating the energy transport from the illuminated cloud surface to the rendered cloud pixel for each separate order of multiple scattering. We represent the distribution of light paths reaching a given viewed cloud pixel with the mean and standard deviation of their entry points on the lit surface, which we call the collector area. At rendering time for each pixel we determine the collector area on the lit cloud surface for different sets of scattering orders, then we infer the associated light transport. The fast computation of the collector area and light transport is possible thanks to a preliminary analysis of multiple scattering in planeparallel slabs and does not require slicing or marching through the volume. Rendering is done efficiently in a shader on the GPU, relying on a cloud surface mesh augmented with a Hypertexture to enrich the shape and silhouette. We demonstrate our model with the interactive rendering of detailed animated cumulus and cloudy sky at 2-10 frames per second.}, keywords = {Voxel, Global Illumination, Lighting, real-time rendering, ray-casting, clouds rendering} }
We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volume. Contrary to previous real-time methods we account for all kinds of light paths through the medium and preserve their anisotropic behavior. Our approach consists of estimating the energy transport from the illuminated cloud surface to the rendered cloud pixel for each separate order of multiple scattering. We represent the distribution of light paths reaching a given viewed cloud pixel with the mean and standard deviation of their entry points on the lit surface, which we call the collector area. At rendering time for each pixel we determine the collector area on the lit cloud surface for different sets of scattering orders, then we infer the associated light transport. The fast computation of the collector area and light transport is possible thanks to a preliminary analysis of multiple scattering in planeparallel slabs and does not require slicing or marching through the volume. Rendering is done efficiently in a shader on the GPU, relying on a cloud surface mesh augmented with a Hypertexture to enrich the shape and silhouette. We demonstrate our model with the interactive rendering of detailed animated cumulus and cloudy sky at 2-10 frames per second. |