1 / 22

230 likes | 375 Vues

Micro-Rendering for Scalable Parallel Final Gathering. 廖仁豪. Outline. -Abstract -Introduction -Scalable, Parallel Final Gathering - Hierarchical Point-Based Representation - Final Gathering Using Micro-Rendering - BRDF Importance Sampling - Bilateral Upsampling

Télécharger la présentation
## Micro-Rendering for Scalable Parallel Final Gathering

**An Image/Link below is provided (as is) to download presentation**
Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.
Content is provided to you AS IS for your information and personal use only.
Download presentation by click this link.
While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.
During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

**Outline**-Abstract -Introduction -Scalable, Parallel Final Gathering -Hierarchical Point-Based Representation -Final Gathering Using Micro-Rendering -BRDF Importance Sampling -Bilateral Upsampling -Result & Discussion**Abstract**• Micro-rendering : traverse and rasterize a hierarchical point-based scene into an importance-warped micro-buffer.**Introduction**• Global illumination : - high quality BRDF - interactive speed CUDA、hierarchical point-base、 bilateral upsampling**Introduction**• Final gathering : render the directly illuminated scene from every visible point and convolve with the BRDF. y0 ω0 y1 normal ω1 eye yi ωi x**Introduction**• QSplat : - a hierarchy of bounding spheres. - leaf node -> surface element. (oriented disc & radius) - lower cost for point-based rendering.**Scalable, Parallel Final Gathering**• Hierarchical Point-Based Representation : - random points proportional to the triangle areas. - build the hierarchy by computing a BSP of the point samples.**Scalable, Parallel Final Gathering**• Hierarchical Point-Based Representation :**Scalable, Parallel Final Gathering**• Hierarchical Point-Based Representation : - for deforming geometry : only update node data. (pos、normal…) - for moving object : create separate point hierarchies.**Scalable, Parallel Final Gathering**• Final Gathering Using Micro-Rendering : Bigger than pixel Bigger than pixel Bigger than pixel Bigger than pixel Bigger than pixel Pixel-sized Pixel-sized 1-pixelsizednodes Pixel-sized Pixel-sized Pixel-sized Pixel-sized Q-Splat**Micro-framebuffer**Q-SplatGathering**Micro-framebuffer**Micro-depthbuffer Q-SplatGathering**Leaf**Leaf Micro-framebuffer Micro-depthbuffer Preventingholes**Withray-casting**Withoutray-casting Preventingholes**Scalable, Parallel Final Gathering**• Final Gathering Using Micro-Rendering : - micro-buffer stores the index to the nearest visible node. - Reflected radiance :**Scalable, Parallel Final Gathering**• BRDF Importance Sampling : - all the details cover a few pixels only and the rest is wasted.**Scalable, Parallel Final Gathering**• BRDF Importance Sampling :**Scalable, Parallel Final Gathering**• Bilateral Upsampling : - trade quality for speed. - indirect illumination is typically low-frequency. - indirect: low resolution direct: full resolution**Result & Discussion**• Multi-bounce : - with instant radiosity - with radiosity - with photon mapping

More Related