Figure 1: A high-quality animated production model (Ptex T-rex model c Walt Disney Animation Studios.) rendered in real time under directional and environment lighting using LEADR mapping on an NVidia GTX 480 GPU. The surface appearance is preserved at all scales, using a single shading sample per pixel. Combined with adaptive GPU tessellation, our method provides the fastest, seamless, and antialiased progressive representation for displaced surfaces. AbstractWe present Linear Efficient Antialiased Displacement and Reflectance (LEADR) mapping, a reflectance filtering technique for displacement mapped surfaces. Similarly to LEAN mapping, it employs two mipmapped texture maps, which store the first two moments of the displacement gradients. During rendering, the projection of this data over a pixel is used to compute a noncentered anisotropic Beckmann distribution using only simple, linear filtering operations. The distribution is then injected in a new, physically based, rough surface microfacet BRDF model, that includes masking and shadowing effects for both diffuse and specular reflection under directional, point, and environment lighting. Furthermore, our method is compatible with animation and deformation, making it extremely general and flexible. Combined with an adaptive meshing scheme, LEADR mapping provides the very first seamless and hardware-accelerated multi-resolution representation for surfaces. In order to demonstrate its effectiveness, we render highly detailed production models in real time on a commodity GPU, with quality matching supersampled ground-truth images.
This paper presents a novel and fast technique to combine interleaved sampling and deferred shading on a GPU. The core idea of this paper is quite simple. Interleaved sample patterns are computed in a non-interleaved deferred shading process. The geometric buffer (G-buffer) which contains all of the pixel information is actually split into several separate and distinct sub-buffers. To achieve such a result in a fast way, a massive two-pass swizzling copy is used to convert between these two buffer organizations. Once split, the sub-buffers can then be accessed to perform any fragment operation as it is done with a standard deferred shading rendering pipeline. By combining interleaved sampling and deferred shading, real time rendering of global illumination effects can be therefore easily achieved. Instead of evaluating each light contribution on the whole geometric buffer, each shading computation is coherently restricted to a smaller subset a fragments using the sub-buffers. Therefore, each screen pixel in a regular n ¡ m pattern will have its own small set of light contributions. Doing so, the consumed fillrate is considerably decreased and the provided rendering quality remains close to the quality obtained with a non-interleaved approach. The implementation of this rendering pipeline is finally straightforward and it can be easily integrated in any existing real-time rendering package already using deferred shading.
a) -Office (b) -Conference (c) -Cabin (d) -Theater (e) -Cruiser (f) (g) -Three Dragon Room (h) -A Jack-o-Lantern in (g) Figure 1: Some images rendered with Metropolis Instant Radiosity, a coherent ray tracer, and 1024 V PLs. Our method which consists in describing a Virtual Point Light (V PL) sampler as a Markovian process provides very satisfactory results in many cases: in mostly directly-lit scenes as shown in (a), (b) and, (c) with many light sources or complex scenes as shown in (d) and (e), and with very difficult visibility issues as shown in Figures (f), (g), and (h). AbstractWe present Metropolis Instant Radiosity (MIR), an unbiased algorithm to solve the Light Transport problem. MIR is a hybrid technique which consists in representing the incoming radiance field by a set of Virtual Point Lights (V PLs) and in computing the response of all sensors in the scene (i.e. camera captors) by accumulating their contributions. In contrast to other similar approaches, we propose to sample the V PLs with an innovative Multipletry Metropolis-Hastings (MT MH) Algorithm: the goal is to build an efficient, aggressive, and unconditionally robust variance reduction method that works well regardless of the scene layout. Finally, we present a fast ray tracing implementation using MIR and show how our complete rendering pipeline can produce high-quality and high-resolution pictures in a few seconds.
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