Voxel transformation: scalable scene geometry discretization for global illumination
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ORIGINAL RESEARCH PAPER
Voxel transformation: scalable scene geometry discretization for global illumination Bora Yalçıner1 · Yusuf Sahillioğlu1 Received: 23 March 2019 / Accepted: 25 September 2019 © Springer-Verlag GmbH Germany, part of Springer Nature 2019
Abstract In real-time computer graphics, efficient discretization of scenes is required in order to accelerate graphics related algorithms such as realistic rendering with indirect illumination and visibility checking. Sparse voxel octree (SVO) is a popular data structure for such a discretization task. Populating an SVO with data is challenging when dynamic object count is high, especially when data per spatial location is large. Problem of populating such trees is adressed with our Voxel Transformation method, where pre-generated voxel data is transformed from model space to world space on demand, in contrast to the common way of voxelizing each dynamic object over each frame. Additionally, an accompanying filtering technique for voxel transformation is also proposed. This technique serves proposed system in two ways: (1) resolves issues introduced by the proposed fast and scalable voxel transformation method, and (2) enables smooth transitions between frames and handles the aliasing problem naturally as shown in the supplementary video. As an application use case, the proposed Voxel Transformation method is demonstrated in order to achieve indirect illumination using the well-known voxel cone tracing method. Results, which is compared with the standard voxelization method and ground-truth, are visually appealing and also scalable over large number of dynamic objects as shown in the supplementary video. Keywords Voxelization · Cone-tracing · Indirect Illumination
1 Introduction Modern graphics hardware is capable of rendering scenes that have high complexity on a high pixel density canvas. Even with fast hardware however, numerical calculation of realistic scene rendering with indirect illumination still is a challenging task for real-time applications. Many methods that can provide indirect illumination are not scalable for scenes with many dynamic objects. With this important indirect illumination application in mind, a real-time capable scene discretization method that can handle complex scenes with many dynamic objects is developed. Proposed method utilizes the idea of space transformations. Scalability is our main motivation. This involves dealing with scenes consist of large number of dynamic objects.
* Yusuf Sahillioğlu [email protected]
Contribution of dynamic objects, especially highly glossy objects, to indirect illumination increases believability of the scene. Temporal caching such as pre-computation of illumination are not applicable to such scenes since dynamic objects’ temporal state changes over time. Scalability is made possible with proposed voxel transformation based data generation. The artifacts brought by this speed up are handled by the acompanying filtering technique. After the related work section, proposed scalable discretiz
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