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Photon Splatting Using a View-Sample Cluster Hierarchy

Author

Editor

  • Ulf Assarsson
  • Warren Hunt

Summary, in English

Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the number of photons is often low compared to the number of view samples. Most photon splatting approaches struggle with large photon radii or high resolutions due to overdraw and insufficient culling. In this paper, we show how dynamic real-time diffuse interreflection can be achieved by using a full 3D acceleration structure built over the view samples and then splatting photons onto the view samples by traversing this data structure. Full dynamic lighting and scenes are possible by tracing and splatting photons, and rebuilding the acceleration structure every frame. We show that the number of view-sample/photon tests can be significantly reduced and suggest further culling techniques based on the normal cone of each node in the hierarchy. Finally, we present an approximate variant of our algorithm where photon traversal is stopped at a fixed level of our hierarchy, and the incoming radiance is accumulated per node and direction, rather than per view sample. This improves performance significantly with little visible degradation of quality.

Publishing year

2016

Language

English

Publication/Series

High-Performance Graphics 2016

Document type

Conference paper

Publisher

Eurographics - European Association for Computer Graphics

Topic

  • Computer Science

Conference name

High Performance Graphics, 2016

Conference date

2016-06-20 - 2016-06-22

Conference place

Dublin, Ireland

Status

Published

Project

  • Empirical Heterogeneous System Modeling for Efficient Real-Time Rendering

Research group

  • Computer Graphics

ISBN/ISSN/Other

  • ISBN: 978-3-03868-008-6