Abstract <p>With the increase in GPU performance, it became possible to visualize complex physical phenomena in real time using global lighting algorithms. One such approach is the use of virtual point light sources, in which the realism of images depends on the number of light sources. However, for a large number of light sources, earlier developed algorithms required the creation of a large number of shadow maps to check visibility under virtual point lighting. Therefore, it was difficult to obtain high-quality images in real-time until new methods were developed. The purpose of the presented work is to create a deferred rendering method for thousands of point light sources based on voxelized scenes in real time. In the first (geometric) pass, a sparse voxel octal tree is calculated. A geometric buffer is used that stores information about location, normals, and materials for direct and indirect lighting. Then, reflective shadow maps are generated and importance sampling is performed to avoid checking each texel. Direct lighting is calculated using shadow maps, and for indirect lighting, a ray marching algorithm is used to check the visibility of point light sources. Interleaved sampling is used to speed up calculations. As a result, the proposed method makes it is possible to create realistic images of scenes with global illumination in real time. Using a GPU, you can calculate thousands of point light sources in real time, and visualize fully dynamic scenes. However, glossy surfaces require a greater number of point light sources to produce images without artifacts that accurately reproduce the appearance of the material.</p>

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A Deferred Rendering Method of a Set of Dynamic Point Light Sources in Voxelized Scenes in Real Time

  • S. I. Vyatkin,
  • B. S. Dolgovesov

摘要

Abstract

With the increase in GPU performance, it became possible to visualize complex physical phenomena in real time using global lighting algorithms. One such approach is the use of virtual point light sources, in which the realism of images depends on the number of light sources. However, for a large number of light sources, earlier developed algorithms required the creation of a large number of shadow maps to check visibility under virtual point lighting. Therefore, it was difficult to obtain high-quality images in real-time until new methods were developed. The purpose of the presented work is to create a deferred rendering method for thousands of point light sources based on voxelized scenes in real time. In the first (geometric) pass, a sparse voxel octal tree is calculated. A geometric buffer is used that stores information about location, normals, and materials for direct and indirect lighting. Then, reflective shadow maps are generated and importance sampling is performed to avoid checking each texel. Direct lighting is calculated using shadow maps, and for indirect lighting, a ray marching algorithm is used to check the visibility of point light sources. Interleaved sampling is used to speed up calculations. As a result, the proposed method makes it is possible to create realistic images of scenes with global illumination in real time. Using a GPU, you can calculate thousands of point light sources in real time, and visualize fully dynamic scenes. However, glossy surfaces require a greater number of point light sources to produce images without artifacts that accurately reproduce the appearance of the material.