Abstract
Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources---lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterization-based techniques that do not scale to many lights or work well with area lights. Current GPUs only afford the capability of tracing a few rays per pixel at real-time frame rates, making it necessary to focus sampling on important light sources. While state-of-the-art algorithms for offline rendering build hierarchical data structures over the light sources that enable sampling them according to their importance, they lack efficient support for dynamic scenes. We present a new algorithm for maintaining hierarchical light sampling data structures targeting real-time rendering. Our approach is based on a two-level BVH hierarchy that reduces the cost of partial hierarchy updates. Performance is further improved by updating lower-level BVHs via refitting, maintaining their original topology. We show that this approach can give error within 6% of recreating the entire hierarchy from scratch at each frame, while being two orders of magnitude faster, requiring less than 1 ms per frame for hierarchy updates for a scene with thousands of moving light sources on a modern GPU. Further, we show that with spatiotemporal filtering, our approach allows complex scenes with thousands of lights to be rendered with ray-traced shadows in 16.1 ms per frame.
| Original language | English |
|---|---|
| Title of host publication | High-Performance Graphics 2019 - Short Papers |
| Editors | Markus Steinberger, Tim Foley |
| Publisher | Eurographics - European Association for Computer Graphics |
| Number of pages | 6 |
| ISBN (Electronic) | 978-3-03868-092-5 |
| DOIs | |
| Publication status | Published - 2019 |
| Event | High-Performance Graphics, 2019 - University of Strasbourg, Strasbourg, France Duration: 2019 Jul 8 → 2019 Jul 10 https://www.highperformancegraphics.org/2019/ |
Conference
| Conference | High-Performance Graphics, 2019 |
|---|---|
| Country/Territory | France |
| City | Strasbourg |
| Period | 2019/07/08 → 2019/07/10 |
| Internet address |
Subject classification (UKÄ)
- Computer Sciences
Fingerprint
Dive into the research topics of 'Dynamic Many-Light Sampling for Real-Time Ray Tracing'. Together they form a unique fingerprint.Research output
- 1 Doctoral Thesis (compilation)
-
Towards Fully Dynamic Surface Illumination in Real-Time Rendering using Acceleration Data Structures
Moreau, P., 2022, Lund, Sweden: Department of Computer Science, Lund University. 138 p.Research output: Thesis › Doctoral Thesis (compilation)
Open AccessFile
Projects
- 1 Finished
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Empirical Heterogeneous System Modeling for Efficient Real-Time Rendering
Moreau, P. (Research student), Doggett, M. (Supervisor) & Munkberg, J. (Assistant supervisor)
2015/09/07 → 2022/01/06
Project: Dissertation
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Ray Tracing Gems 1.1 - Importance Sampling of Many Lights on the GPU
Moreau, P. (Presenter)
2019 Jul 31Activity: Talk or presentation › Invited talk
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High-Performance Graphics, 2019
Moreau, P. (Presenter)
2019 Jul 8Activity: Talk or presentation › Presentation
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