This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and multiply with. We address this problem by representing the transform as a set of sparse matrices encoded in wavelet space. A hierarchical construction is used to impose a wavelet basis on the unstructured gather cloud, and an image-based approach is used to map the sparse matrix computations to the GPU. We precompute the transfer matrices using a hierarchical algorithm and a variation of photon mapping in less than three hours on one processor. We achieve high-quality indirect illumination at 10-20 frames per second for complex scenes with over 2 million polygons, with diffuse and glossy materials, and arbitrary direct lighting models (expressed using shaders). We compute per-pixel indirect illumination without the need of irradiance caching or other subsampling techniques.

Direct-to-indirect transfer for cinematic relighting / Milos, Hasan; Pellacini, Fabio; Kavita, Bala. - In: ACM TRANSACTIONS ON GRAPHICS. - ISSN 0730-0301. - 25:3(2006), pp. 1089-1097. [10.1145/1141911.1141998]

Direct-to-indirect transfer for cinematic relighting

PELLACINI, FABIO;
2006

Abstract

This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and multiply with. We address this problem by representing the transform as a set of sparse matrices encoded in wavelet space. A hierarchical construction is used to impose a wavelet basis on the unstructured gather cloud, and an image-based approach is used to map the sparse matrix computations to the GPU. We precompute the transfer matrices using a hierarchical algorithm and a variation of photon mapping in less than three hours on one processor. We achieve high-quality indirect illumination at 10-20 frames per second for complex scenes with over 2 million polygons, with diffuse and glossy materials, and arbitrary direct lighting models (expressed using shaders). We compute per-pixel indirect illumination without the need of irradiance caching or other subsampling techniques.
2006
25
3
1089
1097
Direct-to-indirect transfer for cinematic relighting / Milos, Hasan; Pellacini, Fabio; Kavita, Bala. - In: ACM TRANSACTIONS ON GRAPHICS. - ISSN 0730-0301. - 25:3(2006), pp. 1089-1097. [10.1145/1141911.1141998]
Milos, Hasan; Pellacini, Fabio; Kavita, Bala
File in questo prodotto:
File Dimensione Formato  
dti06-paper.pdf

Accesso riservato

Tipologia: Versione pubblicata dall'editore
Dimensione 533.55 kB
Formato Adobe PDF
533.55 kB Adobe PDF   Visualizza/Apri   Richiedi una copia
Pubblicazioni consigliate

Licenza Creative Commons
I metadati presenti in IRIS UNIMORE sono rilasciati con licenza Creative Commons CC0 1.0 Universal, mentre i file delle pubblicazioni sono rilasciati con licenza Attribuzione 4.0 Internazionale (CC BY 4.0), salvo diversa indicazione.
In caso di violazione di copyright, contattare Supporto Iris

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11380/1299629
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 28
  • ???jsp.display-item.citation.isi??? 50
social impact