2012
DOI: 10.1111/j.1467-8659.2012.03135.x
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Quantized Point‐Based Global Illumination

Abstract: Point‐based global illumination (PBGI) uses a dense point sampling of the scene's surfaces to approximate indirect light transport and is intensively used in 3D motion pictures and special effects. Each point caches the reflected light using a spherical function and is typically used in a subsequent rasterization process to compute color bleeding and ambient occlusion in an economic, noise‐free fashion. The entire point set is organized in a spatial tree structure which models the light transport hierarchicall… Show more

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Cited by 6 publications
(7 citation statements)
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“…This algorithm is free from noise, accounts for long-range indirect lighting and reproduces an important subset of GI effects. Its evolutions demonstrate high scalability for parallel architectures [REG * 09, HREB11] and out-of-core execution [Tab12], robustness to compression [BB12] and factorization [WHB * 13], the ability, to a certain extent, to cope with nondiffuse effects [WMB15], and scalability to render complex scenes from a very large number of viewpoints [KBLE19]. Our key observation is that a 3D scanning colored point cloud already provides the input of a PBGI tree avoiding the significant amount of work requested at caching time.…”
Section: Point Based Global Illuminationmentioning
confidence: 99%
“…This algorithm is free from noise, accounts for long-range indirect lighting and reproduces an important subset of GI effects. Its evolutions demonstrate high scalability for parallel architectures [REG * 09, HREB11] and out-of-core execution [Tab12], robustness to compression [BB12] and factorization [WHB * 13], the ability, to a certain extent, to cope with nondiffuse effects [WMB15], and scalability to render complex scenes from a very large number of viewpoints [KBLE19]. Our key observation is that a 3D scanning colored point cloud already provides the input of a PBGI tree avoiding the significant amount of work requested at caching time.…”
Section: Point Based Global Illuminationmentioning
confidence: 99%
“…A number of approaches have been proposed to improve the cut computation, including importance‐driven point projection based on an initial clustering [MW11], cut picking algorithm for HDR imaging [Tab12], and tree‐cut/microbuffers factorization based on spatial coherence [WHB*13]. The PBGI memory issue has been tackled with an out‐of‐core framework for PBGI, providing a cache‐coherent tree construction and traversal [KTO11], and with an in‐core solution which quantizes all tree nodes against a small set of representatives, learned on‐the‐fly [BB12].…”
Section: Previous Workmentioning
confidence: 99%
“…At caching time, we can retain only G 0 (the root average coefficient vector), discard the other average vectors and store only the detail vectors in the nodes, ignoring the ones with a L 2 norm smaller than a user‐defined compression threshold (set to 0.002 in our experiments). To avoid storing the entire list of nodes vectors at any intermediate state, we compute this compressed representation during a post‐order depth‐first traversal of the PBGI tree [BB12]. At rendering time, we reconstruct the radiance coefficient vector of a given node j as: …”
Section: Wavelet Pbgimentioning
confidence: 99%
“…Buchholz and Boubekeur [BB12] proposed an in-core solution to this problem, learning a reduced set of node data vectors in high dimension and quantizing all tree nodes against the resulting look-up table.…”
Section: Previousmentioning
confidence: 99%
“…The PBGI accuracy entirely depends on the density of the initial sampling and the related memory issue has been tackled by Kontkanen et al [KTO11], who proposed an out‐of‐core framework for PBGI with cache‐coherent tree construction and traversal. Buchholz and Boubekeur [BB12] proposed an in‐core solution to this problem, learning a reduced set of node data vectors in high dimension and quantizing all tree nodes against the resulting look‐up table.…”
Section: Previous Workmentioning
confidence: 99%