2013
DOI: 10.1145/2461912.2461947
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Axis-aligned filtering for interactive physically-based diffuse indirect lighting

Abstract: a) 1-bounce indirect lighting, Our Method average 63 samples per pixel (spp) (b) Adaptive Sampling and Filtering (c) unfiltered 63 spp adaptively sampled (d) unfiltered 63 spp uniformly sampled (e) Our Method 63 adap. sample, filter (f) Equal error 324 spp Figure 1: (a) We render the Sponza Atrium with 262K triangles, textures and 1-bounce physically-based global illumination at about 2 fps on an NVIDIA GTX 690 graphics card, with an average of 63 Monte Carlo (adaptive) samples per pixel (spp) raytraced on the… Show more

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Cited by 31 publications
(37 citation statements)
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References 50 publications
(61 reference statements)
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“…5D covariance tracing [Belcour et al 2013] uses a covariance representation that is compact and stable, addressing the full 5D (space-angle-time) light field, and focuses on atomic operations to achieve generality. We instead use an image-space axis-aligned filter similar to [Mehta et al 2012;Mehta et al 2013] combined with adaptive sampling for both primary and secondary effects in a single framework.…”
Section: Previous Workmentioning
confidence: 99%
See 2 more Smart Citations
“…5D covariance tracing [Belcour et al 2013] uses a covariance representation that is compact and stable, addressing the full 5D (space-angle-time) light field, and focuses on atomic operations to achieve generality. We instead use an image-space axis-aligned filter similar to [Mehta et al 2012;Mehta et al 2013] combined with adaptive sampling for both primary and secondary effects in a single framework.…”
Section: Previous Workmentioning
confidence: 99%
“…To reduce the filtering overhead, more recent work on axis-aligned 1 filtering ( [Mehta et al 2012;Mehta et al 2013]) for soft shadows and indirect illumination proposes a method for adaptive sampling and image-space filtering that has very low overhead and makes fast render-times possible. But these methods are limited to rendering single effects rather than full distribution ray-tracing with multiple effects, and extending them to a higher-dimensional rendering domain is a challenge.…”
Section: Introductionmentioning
confidence: 99%
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“…Their method also converges to reference Monte Carlo solutions as sampling rates increase beyond the minimum required by the analytical analysis. Later, they extended this approach to include diffuse indirect illumination [MWRD13]. Most recently they developed a method to combine primary (depth of field) and secondary effects (soft shadows, diffuse and moderately glossy indirect illumination) in a single framework [MYRD14], again using image space adaptive sampling and axis-aligned filtering.…”
Section: Local Frequency Analysismentioning
confidence: 99%
“…Here we show that the projection algorithm can be extended to handle depth variations including occlusion, and thus can be used as a practical method. If we apply the simple projection algorithm to generate the defocus effect, there will be artifacts due to angular aliasing, and various rendering algorithms can be applied to address them [Lehtinen et al 2011;Mehta et al 2013]. We will concentrate on generating the all-in-focus (extended depth-of-field) image.…”
Section: Extensions For Depth Variationmentioning
confidence: 99%