{"title":"Single-Pass Stereoscopic GPU Ray Casting Using Re-Projection Layers","authors":"Arend Buchacher, Marius Erdt","doi":"10.2312/sre.20171190","DOIUrl":"https://doi.org/10.2312/sre.20171190","url":null,"abstract":"Stereoscopic rendering of volume data for virtual reality applications is costly, as the computation complexity virtually doubles compared to common monoscopic rendering. This paper presents a single-pass stereoscopic GPU volume ray casting technique which significantly reduces the time needed to produce the second view. The approach builds upon previous work on ray segment re-projection techniques for non-parallel software ray casting that is initially inapplicable to GPU ray casting. Following the previous approach, ray casting is only executed for the left view. At the same time, ray segments are re-projected to layers of a texture array which leverages the constraints of the previous approach. In a subsequent compositing pass the layers are blended to produce the final image. Additionally, ways to determine an appropriate set of parameters are presented. Performance experiments show significant time savings on producing the second view over the naive two-pass approach achieving well over 60% speed-up in a typical virtual reality setup. The trade-off is an overhead of memory consumption that is proportional to the number of layers and image resolution and a marginal reduction in image quality. In qualitative experiments, average DSSIM values of less than 1% were recorded.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115045526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. V. D. Woestijne, R. Frederickx, Niels Billen, P. Dutré
{"title":"Temporal Coherence for Metropolis Light Transport","authors":"J. V. D. Woestijne, R. Frederickx, Niels Billen, P. Dutré","doi":"10.2312/sre.20171194","DOIUrl":"https://doi.org/10.2312/sre.20171194","url":null,"abstract":"Metropolis Light Transport is a powerful global illumination algorithm, yet it has some issues that make it less suitable for animation rendering. Due to the algorithm's local exploration of path space, difficult light paths can appear very late in the rendering process or might be missing from the final image altogether. This unpredictable convergence behaviour is especially troublesome when rendering animations, since these paths need to be rediscovered for every frame. An inability to rediscover difficult light paths across the entire animation causes unpleasant flickering artefacts. Our algorithm tackles this issue by introducing temporal mutations for Metropolis Light Transport, which perturb a light path from one point in time to another, potentially across many frames. This allows us to propagate difficult paths through the entire animation. Our technique supports multiple animation types, such as camera motion and object motion, and can robustly handle different shutter setups. The convergence speed of individual frames with motion blur is increased and convergence variations between frames are diminished, especially for specular transport and difficult indirect lighting.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129030987","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"4D-rasterization for Fast Soft Shadow Rendering","authors":"Lili Wang, Qi Zhao, Chunlei Meng, V. Popescu","doi":"10.2312/sre.20161205","DOIUrl":"https://doi.org/10.2312/sre.20161205","url":null,"abstract":"This paper describes an algorithm for rendering soft shadows efficiently by generalizing conventional triangle projection and rasterization from 2D to 4D. The rectangular area light source is modeled with a point light source that translates with two degrees of freedom. This generalizes the projection of triangles and of output image samples, as seen from the light, to the locus of projections as the light translates. The generalized projections are rasterized to determine a conservative set of sample/triangle pairs, which are then examined to derive light occlusion masks for each sample. The algorithm is exact in the sense that each element of the occlusion mask of a sample is computed accurately by considering all potentially blocking triangles. The algorithm does not require any type of precomputation so it supports fully dynamic scenes. We have tested our algorithm on several scenes to render complex soft shadows accurately at interactive rates.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"216 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115514931","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Node Culling Multi-Hit BVH Traversal","authors":"C. Gribble","doi":"10.2312/sre.20161213","DOIUrl":"https://doi.org/10.2312/sre.20161213","url":null,"abstract":"We introduce node culling multi-hit BVH traversal to enable faster multi-hit ray tracing in a bounding volume hierarchy (BVH). Existing, widely used ray tracing engines expose API features that enable implementation of multi-hit traversal without modifying their underlying---and highly optimized---BVH construction and traversal routines; however, this approach requires naive multi-hit traversal to guarantee correctness. We evaluate two low-overhead, minimally invasive, and flexible API mechanisms that enable node culling implementation entirely with user-level code, thereby leveraging existing BVH construction and traversal routines. Results show that node culling offers potentially significant improvement in multi-hit performance in a BVH for cases in which users request fewer-than-all hits.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124154167","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A General Micro-flake Model for Predicting the Appearance of Car Paint","authors":"Serkan Ergun, Sermet Önel, A. Öztürk","doi":"10.2312/sre.20161211","DOIUrl":"https://doi.org/10.2312/sre.20161211","url":null,"abstract":"We present an approximate model for predicting the appearance of car paint from its paint composition. Representing the appearance of car paint is not trivial because of its layered structure which is composed of anisotropic scattering media. The Radiative Transfer Equation (RTE) is commonly used to represent the multiple scattering for the underlying structures. A number of techniques including the Monte Carlo approach, the discrete ordinates, the adding-doubling method, the Eddington approximation, as well as the 2-stream and diffusion approximations have been proposed so far to improve visualization accuracy. Each of these techniques hold advantages over the others when their appropriate conditions are met. The adding-doubling method, in particular, is recognized to be computationally simple and accurate. \u0000 \u0000Jakob et al. [JAM* 10] has generalized the RTE for anisotropic scattering structures and proposed to use a micro-flake model based on double-sided specularly reflecting flakes. They also developed an anisotropic diffusion approximation to solve the corresponding RTE. \u0000 \u0000In this paper, considering the translucent micro-flakes we proposed to use a modified version of the model which was developed by Jakob et al. We utilized the adding-doubling method instead of the diffusion-approximation for the new micro-flake model. The proposed approach also provided a good ground for data compression used in the evaluation of RTE. \u0000 \u0000Empirical comparisons have been made to assess the accuracy and computational efficiency of the proposed model. Based on the sample data, we showed that our model provides visually satisfactory results for the appearance of multi-layered car paint.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126695384","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Additional Progress Towards the Unification of Microfacet and Microflake Theories","authors":"J. Dupuy, E. Heitz, Eugene d'Eon","doi":"10.2312/sre.20161210","DOIUrl":"https://doi.org/10.2312/sre.20161210","url":null,"abstract":"We study the links between microfacet and microflake theories from the perspective of linear transport theory. In doing so, we gain additional insights, find several simplifications and touch upon important open questions as well as possible paths forward in extending the unification of surface and volume scattering models. First, we introduce a semi-infinite homogeneous exponential-free-path medium that (a) produces exactly the same light transport as the Smith microsurface scattering model and the inhomogeneous Smith medium that was recently introduced by Heitz et al, and (b) allows us to rederive all the Smith masking and shadowing functions in a simple way. Second, we investigate in detail what new aspects of linear transport theory enable a volume to act like a rough surface. We show that this is mostly due to the use of non-symmetric distributions of normals and explore how the violation of this symmetry impacts light transport within the microflake volume without breaking global reciprocity. Finally, we argue that the surface profiles that would be consistent with very rough Smith microsurfaces have geometrically implausible shapes. To overcome this, we discuss an extension of Smith theory in the volume setting that includes NDFs on the entire sphere in order to produce a single unified reflectance model capable of describing everything from a smooth flat mirror all the way to a semi-infinite isotropically scattering medium with both low and high roughness regimes in between.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125008374","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kai Selgrad, Jonas Müller, Christian Reintges, M. Stamminger
{"title":"Fast Shadow Map Rendering for Many-Lights Settings","authors":"Kai Selgrad, Jonas Müller, Christian Reintges, M. Stamminger","doi":"10.2312/sre.20161208","DOIUrl":"https://doi.org/10.2312/sre.20161208","url":null,"abstract":"In this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many-lights settings. Our method is agnostic to how the light sources are generated and thus works with any method of light distribution. Our approach is based on previous work in culling for ray traversal to speed up area light sampling. Applied to shadow mapping our method works for high- and low-resolution shadow maps and, in contrast to previous work on many-lights rendering, does neither entail scene approximations nor imposes limits on light range, while still providing significant gains in performance. In contrast to standard culling methods shadow map rendering itself is sped up by a factor of 1.5 to 8.6 while the speedup of shadow map rendering, lookup and shading together ranges from 1.1 to 4.2.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117209907","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Mora, J. Gerhards, L. Aveneau, D. Ghazanfarpour
{"title":"Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals","authors":"F. Mora, J. Gerhards, L. Aveneau, D. Ghazanfarpour","doi":"10.2312/sre.20161212","DOIUrl":"https://doi.org/10.2312/sre.20161212","url":null,"abstract":"Computing accurate hard shadows is a difficult problem in interactive rendering. Previous methods rely either on Shadow Maps or Shadow Volumes. Recently Partitioned Shadow Volumes (PSV) has been introduced. It revisits the old Shadow Volumes Binary Tree Space Partitioning algorithm, leading to a practicable and efficient technique. In this article, we analyze the PSV query algorithm and identify two main drawbacks: First, it uses a stack which is not GPU friendly; its size must be small enough to reduce the register pressure, but large enough to avoid stack overflow. Second, PSV struggles with configurations involving significant depth complexity, especially for lit points. We solve these problems by adding a depth information to the PSV data structure, and by designing a stackless query. In addition, we show how to combine the former PSV query with our stackless solution, leading to a hybrid technique taking advantage of both. This eliminates any risk of stack overflow, and our experiments demonstrate that these improvements accelerate the rendering time up to a factor of 3.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132717983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Robust and Flexible Real-Time Sparkle Effect","authors":"Beibei Wang, H. Bowles","doi":"10.2312/sre.20161209","DOIUrl":"https://doi.org/10.2312/sre.20161209","url":null,"abstract":"We present a fast and practical procedural sparkle effect for snow and other sparkly surfaces which we integrated into a recent video game. Following from previous work, we generate the sparkle glints by intersecting a jittered 3D grid of sparkle seed points with the rendered surface. By their very nature, the sparkle effect consists of high frequencies which must be dealt with carefully to ensure an anti-aliased and noise free result. We identify a number of sources of aliasing and provide effective techniques to construct a signal that has an appropriate frequency content ready for sampling at pixels at both foreground and background ranges of the scene. This enables artists to push down the sparkle size to the order of 1 pixel and achieve a solid result free from noisy flickering or other aliasing problems, with only a few intuitive tweakable inputs to manage.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130316640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David Koerner, Jan Novák, Peter Kutz, R. Habel, Wojciech Jarosz
{"title":"Subdivision Next-Event Estimation for Path-Traced Subsurface Scattering","authors":"David Koerner, Jan Novák, Peter Kutz, R. Habel, Wojciech Jarosz","doi":"10.2312/sre.20161214","DOIUrl":"https://doi.org/10.2312/sre.20161214","url":null,"abstract":"We present subdivision next-event estimation (SNEE) for unbiased Monte Carlo simulation of subsurface scattering. Our technique is designed to sample high frequency illumination through geometrically complex interfaces with highly directional scattering lobes enclosing a scattering medium. This case is difficult to sample and a common source of image noise. We explore the idea of exploiting the degree of freedom given by path vertices within the interior medium to find two-bounce connections to the light that satisfy the law of refraction. SNEE first finds a surface point by tracing a probe ray and then performs a subdivision step to place an intermediate vertex within the medium according to the incoming light at the chosen surface point. Our subdivision construction ensures that the path will connect to the light while obeying Fermat's principle of least time. We discuss the details of our technique and demonstrate the benefits of integrating SNEE into a forward path tracer.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128541675","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}