radiance caching

research people publications

Radiance Cache Splatting

Pascal Gautron

abstract:

A novel approach to radiance/irradiance caching has been proposed. This approach makes the algorithm GPU friendly and created high quality rendering in interactive rates.

publication:

video:

Radiance Caching for Efficient Global Illumination Computation

Jaroslav Krivanek

abstract:

In this paper we present a ray tracing based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular we extend the irradiance caching scheme proposed by Ward et al. in 1988 to cache and interpolate directional incoming radiance instead of irradiance. The incoming radiance at a point is represented by a vector of coefficients with respect to a spherical or hemispherical basis. The surfaces suitable for interpolation are selected automatically according to the roughness of their BRDF. We also propose a novel method for computing translational radiance gradient at a point.

ph.d. thesis:

publications:

presentation:

This work was partially sponsored by ATI Research, I-4 Matching fund and Office of Naval Research.

code:

This code snipplet projects the incoming radiance on (hemi)spherical harmonics and computes the translational gradient of the coefficient vector.

video:

All videos are 640x640 and are encoded with DivX using rather high quality settings (otherwise the codec smooths out the noise of Monte Carlo importance sampling). Hence the file sizes...

'RC' are videos / images rendered using radiance caching to handle indirect illumination on glossy surfaces. 'MC' use Monte Carlo importance sampling according to the surface BRDF.

High quality (70MB)  /  Lower quality (35MB)

RC  /  MC

RC complete solution  /  RC indirect lighting only  /  MC complete solution  /  MC indirect lighting only  /  Direct lighting only

RC  /  MC

images:

Those are images from the submitted paper and some more. Most of the images come in the original rendering size ('big') and filtered with 'pfilt' to a smaller size ('small'). The 'big' and 'small' images are tonemapped. Images .pic.bz2 contain the radiance data stored in the Radiance RGBE format and compressed with bzip2.

Walt Disney Hall
The ground truth.
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
RC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
MC: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
No indirect glossy: big (.pic.bz2)  /  big (.jpg)  /  small (.jpg)
Anisotropic spheres in the Cornell box.
RC: 1 (small)  /  2 (small)

YES!!! There are some rewarding moments during the hours spent on debugging, for example SH rotation (, , ) or even tonemapping .


university of central florida : graphics group