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dc.contributor.authorXu, Yangen_US
dc.contributor.authorJiang, Yuanfaen_US
dc.contributor.authorWang, Chenhaoen_US
dc.contributor.authorLi, Kangen_US
dc.contributor.authorZhou, Pengboen_US
dc.contributor.authorGeng, Guohuaen_US
dc.contributor.editorGhosh, Abhijeeten_US
dc.contributor.editorWei, Li-Yien_US
dc.date.accessioned2022-07-01T15:38:16Z
dc.date.available2022-07-01T15:38:16Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-187-8
dc.identifier.issn1727-3463
dc.identifier.urihttps://doi.org/10.2312/sr.20221158
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sr20221158
dc.description.abstractRendering environment lighting using ray tracing is challenging because many rays within the hemisphere are required to be traced. In this work, we propose discrete visibility fields (DVFs), which store visibility information in a uniform grid to speed up ray-traced low-frequency environment lighting for static scenes. In the precomputation stage, we compute and store the visibility and occlusion masks at the positions of the point samples of the scene using octahedral mapping. The visibility and occlusion masks of the point samples inside a grid cell are then merged by the logical OR operation. We also store the occlusion label indicating whether more than half of the pixels are occluded in the occlusion mask of each grid cell. At runtime, we exclude the rays occluded by the geometry or visible to the environment according to the information stored in the DVF. Results show that the proposed method can significantly speed up the rendering of ray-traced environment lighting and achieve real-time frame rates without sacrificing image quality. Compared to other environment lighting rendering methods based on precomputation, our method is free of tessellation or parameterization of the meshes, and the precomputation can be finished in a short time.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies --> Rendering; Ray tracing
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing
dc.titlePrecomputed Discrete Visibility Fields for Real-Time Ray-Traced Environment Lightingen_US
dc.description.seriesinformationEurographics Symposium on Rendering
dc.description.sectionheadersHigh Performance Rendering
dc.identifier.doi10.2312/sr.20221158
dc.identifier.pages81-92
dc.identifier.pages12 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