Coherent Out-of-Core Point-Based Global Illumination
Abstract
We describe a new technique for coherent out-of-core point-based global illumination and ambient occlusion. Point-based global illumination (PBGI) is used in production to render tremendously complex scenes, so in-core storage of point and octree data structures quickly becomes a problem. However, a simple out-of-core extension of a classical top-down octree building algorithm would be extremely inefficient due to large amount of I/O required. Our method extends previous PBGI algorithms with an out-of-core technique that uses minimal I/O and stores data on disk compactly and in coherent chunks for later access during shading. Using properties of a space-filling Z-curve, we are able to preprocess the data in two passes: an external 1D-sort and an octree construction pass.
BibTeX
@article {10.1111:j.1467-8659.2011.01995.x,
journal = {Computer Graphics Forum},
title = {{Coherent Out-of-Core Point-Based Global Illumination}},
author = {Kontkanen, Janne and Tabellion, Eric and Overbeck, Ryan S.},
year = {2011},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2011.01995.x}
}
journal = {Computer Graphics Forum},
title = {{Coherent Out-of-Core Point-Based Global Illumination}},
author = {Kontkanen, Janne and Tabellion, Eric and Overbeck, Ryan S.},
year = {2011},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2011.01995.x}
}