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dc.contributor.authorStadlbauer, Pascalen_US
dc.contributor.authorWeinrauch, Alexanderen_US
dc.contributor.authorTatzgern, Wolfgangen_US
dc.contributor.authorSteinberger, Markusen_US
dc.contributor.editorBikker, Jaccoen_US
dc.contributor.editorGribble, Christiaanen_US
dc.date.accessioned2023-06-25T09:07:02Z
dc.date.available2023-06-25T09:07:02Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-229-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20231137
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20231137
dc.description.abstractEven though stochastic methods and hardware supported ray tracing are increasingly used for computing direct illumination, the efficient real-time rendering of dynamic area light sources still forms a challenge. In this paper, we propose a method for representing and caching direct illumination information using a compact multi-cone representation that is stored on the surface of objects. While shading due to direct illumination is typically heavily view-dependent, the incoming radiance for surface points is view-independent. Relying on cones, to represent the projection of the dominant visible light sources, allows to reuse the incoming radiance information across frames and even among multiple cameras or viewers within the same scene. Progressively refining and updating the cone structures not only allows to adapt to dynamic scenes, but also leads to reduced noise levels in the output images compared to sampling based methods. Relying on surface light cones allows to render single viewer setups 2-3x faster than random sampling, and 1.5-2x faster than reservoir-based sampling with the same quality. The main selling point for surface light cones is multi-camera rendering, For stereo rendering, our approach essentially halves the time required for determining direct light visibility. For rendering in the cloud, where multiple viewers are positioned close to another, such as in virtual meetings, gathering locations in games, or online events such as virtual concerts, our approach can reduce overall rendering times by a factor of 20x for as few as 16 viewers in a scene compared to traditional light sampling. Finally, under heavily constraint ray budgets where noise levels typically overshadow bias, surface light cones can dramatically reduce noise.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.titleSurface Light Cones: Sharing Direct Illumination for Efficient Multi-viewer Renderingen_US
dc.description.seriesinformationHigh-Performance Graphics - Symposium Papers
dc.description.sectionheadersDistributed and Cloud-Based Rendering
dc.identifier.doi10.2312/hpg.20231137
dc.identifier.pages65-75
dc.identifier.pages11 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License