SlideShare a Scribd company logo
computer graphics & visualization
Voxel-Based Global-Illumination
By Thiedemann, Henrich, Grosch, and Müller
Real-Time Near-Field Global Illumination on
a Voxel Model
Seyedmorteza Mostajabodaveh (Morteza),
M.Sc. Marc Treib
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Overview
• Illumination
• What is voxelization?
• Paper’s Voxelization Method
• Paper’s Voxel/Ray Intersection Method
• Near Global-Illumination Based on Voxel-Model
• Results
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Illumination
• Direct Illumination
• Indirect Illumination
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Illumination
• Direct Illumination
– Reflection can be computed locally (using Normal
and Material Specification)
– Local Illumination
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Illumination
• Indirect Illumination
• The reflected light cannot be computed locally
– Global Illumination
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Accelaration
• Classification of Accelaration Techniques for ray
tracing
– Faster ray-object intersections
– Fewer Ray-Object Intersections
– Fewer Rays
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
What is voxelization?
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Voxelization
• Binary Voxelization
– A cell stores whether geometry is present in this
cell or not
• Multi-Valued Voxelization
– A cell can also stores arbitrary other data like BRDF,
normal or Radiance
• Boundary Voxelization
– Encodes the object surfaces only
• Solid Voxelization
– Captures the interior of a model
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Contributions
• A new atlas-based voxelization method
• An improved ray/voxel intersection test
• Real-time near-field illumination with
voxel visibility
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Goal
• Computing global illumination in real time,
given a large and dynamic scene.
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (1/5)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (2/5)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (3/5)
• Performance is directly related to the number
of rendered vertices
• Sufficient atlas-texture resolution
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (4/5)
• Environment
– Geforce GTX 295, Intel Core 2 Duo 3.16 Ghz, 4 GB RAM
• Performance
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (5/5)
• Pros
– No restrictions to the objects
– Applicable for dynamics rigid bodies and
moderately deforming models
• Cons
– Each object has to have a texture atlas
– Low atlas texture resolution causes holes in
voxelization
– Not allow strong deformation of the objects
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Accelaration
• Classification of Accelaration Techniques for ray
tracing
– Faster ray-object intersections
• Efficient intersectors
– Fewer Ray-Object Intersections
• Bounding Volumes (Boxes, Spheres)
• Space Subdivision
– Fewer Rays
• Adaptive Tree-Depth Control
• Stochastic Sampling
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(1/3)
• Use a binary voxelized scene
representation(Why only in 2-dimensions)
• Build a Maximum mip-map hierarchy
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(3/3)
• Algorithm
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
BRDF
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
BRDF
Outgoing Direction Incoming Direction
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Monte Carlo Estimator
𝑰 =
𝒂
𝒃
𝒇 𝒙 𝒅𝒙
Monte Carlo Estimator: 𝑰 =
𝒃−𝒂
𝒏 𝒋=𝟏
𝒏
𝒇(𝒙𝒋)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Monte Carlo Importance Sampling
Monte Carlo Estimator: 𝑰 =
𝒃−𝒂
𝒏 𝒋=𝟏
𝒏 𝒇(𝒙 𝒋)
𝒑(𝒙 𝒋)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
𝐿𝑖 𝑝, 𝜔𝑖 = 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
One Bounce is enough!
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Real-Time Near-Field Single Bounce Indirect
Light
• Generate RSM (Reflective
Shadow Map) for fast
near-field illumination
• Shoot N rays from x with
maximum distance r
• Find first intersection
point using binary
voxelization
• Gather direct radiance
from RSM
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Real-Time Near-Field Single Bounce Indirect
Light
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results (movie)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results
• The effect of changing the voxel resolution
32x32x128 (47fps) 64x64x128 (36fps) 128x128x128 (25fps)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results
• Voxel-Based Single Bounce illumination with
different Radiuses R
R = 1.5 (37 fps) R = 4.0 - center (27 fps) R = 4.0 – right (21 fps)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results 2 (Movie)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Thank you very much!!! :D
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Questions?
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
References
Reference Name Author
TUM’s Computer Graphics Course Slides –
2013
Prof. Westermann, TU-Munich
Ray Tracing from Group Up, 2007 by AK
Peters Ltd
Kevvin Suffern
GPU Pro 3, 2012 by CRC Press Wolfgang Engel
An Approximate Global-Illumination
System for Computer Generated Films
Tabellion, E. And Lamorlette, A.
Voxel-Based Global Illumination,
Proceedings of ACM Symposium on
Interactive 3D Graphics and Games 2011
(I3D'11)
Thiedemann, Henrich, Grosch, and Müller
Voxel-Based Global Illumination slides at
Computer Graphics and Image Processing
Lab, SNU
http://graphics.snu.ac.kr/class/graphics2011/materials/paper09_voxel_gi.pdf
Jin Hur, Junhyuk Yoon

More Related Content

What's hot

Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
stevemcauley
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero Dawn
Guerrilla
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
Guerrilla
 
Lighting the City of Glass
Lighting the City of GlassLighting the City of Glass
Lighting the City of Glass
Electronic Arts / DICE
 
The Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's EdgeThe Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's Edge
Electronic Arts / DICE
 
Practical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsPractical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsNaughty Dog
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3guest11b095
 
Lighting you up in Battlefield 3
Lighting you up in Battlefield 3Lighting you up in Battlefield 3
Lighting you up in Battlefield 3
Electronic Arts / DICE
 
Deferred shading
Deferred shadingDeferred shading
Deferred shadingFrank Chao
 
Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4
동석 김
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
Guerrilla
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666
Tiago Sousa
 
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
Electronic Arts / DICE
 
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
Takahiro Harada
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
Electronic Arts / DICE
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
Pope Kim
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
 

What's hot (20)

Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero Dawn
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
 
Lighting the City of Glass
Lighting the City of GlassLighting the City of Glass
Lighting the City of Glass
 
The Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's EdgeThe Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's Edge
 
Practical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsPractical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT Methods
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
 
Lighting you up in Battlefield 3
Lighting you up in Battlefield 3Lighting you up in Battlefield 3
Lighting you up in Battlefield 3
 
Deferred shading
Deferred shadingDeferred shading
Deferred shading
 
Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666
 
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
 
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
 

Viewers also liked

Sampling strategies for Sequential Monte Carlo (SMC) methods
Sampling strategies for Sequential Monte Carlo (SMC) methodsSampling strategies for Sequential Monte Carlo (SMC) methods
Sampling strategies for Sequential Monte Carlo (SMC) methodsStephane Senecal
 
Illumination Model
Illumination ModelIllumination Model
Illumination Model
aishwaryabharadwaj7
 
Gesture recognition technology
Gesture recognition technologyGesture recognition technology
Gesture recognition technology
aishwaryabharadwaj7
 
PRML Reading Chapter 11 - Sampling Method
PRML Reading Chapter 11 - Sampling MethodPRML Reading Chapter 11 - Sampling Method
PRML Reading Chapter 11 - Sampling Method
Ha Phuong
 
Polygon mesh
Polygon  meshPolygon  mesh
Polygon mesh
Farah M. Altufaili
 
Illumination model
Illumination modelIllumination model
Illumination model
Ankur Kumar
 
Slit lamp biomicroscope
Slit lamp biomicroscopeSlit lamp biomicroscope
Slit lamp biomicroscope
Md. Nurul Islam
 
Retinoscopy and its principles
Retinoscopy and its principlesRetinoscopy and its principles
Retinoscopy and its principles
Laxmi Eye Institute
 
Slit Lamp Illumination Techniques
Slit Lamp Illumination TechniquesSlit Lamp Illumination Techniques
Slit Lamp Illumination Techniques
Irina Kezik
 

Viewers also liked (10)

Sampling strategies for Sequential Monte Carlo (SMC) methods
Sampling strategies for Sequential Monte Carlo (SMC) methodsSampling strategies for Sequential Monte Carlo (SMC) methods
Sampling strategies for Sequential Monte Carlo (SMC) methods
 
Illumination Model
Illumination ModelIllumination Model
Illumination Model
 
Gesture recognition technology
Gesture recognition technologyGesture recognition technology
Gesture recognition technology
 
PRML Reading Chapter 11 - Sampling Method
PRML Reading Chapter 11 - Sampling MethodPRML Reading Chapter 11 - Sampling Method
PRML Reading Chapter 11 - Sampling Method
 
Final Presentation
Final PresentationFinal Presentation
Final Presentation
 
Polygon mesh
Polygon  meshPolygon  mesh
Polygon mesh
 
Illumination model
Illumination modelIllumination model
Illumination model
 
Slit lamp biomicroscope
Slit lamp biomicroscopeSlit lamp biomicroscope
Slit lamp biomicroscope
 
Retinoscopy and its principles
Retinoscopy and its principlesRetinoscopy and its principles
Retinoscopy and its principles
 
Slit Lamp Illumination Techniques
Slit Lamp Illumination TechniquesSlit Lamp Illumination Techniques
Slit Lamp Illumination Techniques
 

Similar to Voxel based global-illumination

Introduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer VisionIntroduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer Vision
othersk46
 
SIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral Imaging
SIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral ImagingSIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral Imaging
SIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral Imaging
Gordon Wetzstein
 
Lec14 multiview stereo
Lec14 multiview stereoLec14 multiview stereo
Lec14 multiview stereo
BaliThorat1
 
論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])
論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])
論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])
Masaya Kaneko
 
Lec13 stereo converted
Lec13 stereo convertedLec13 stereo converted
Lec13 stereo converted
BaliThorat1
 
3-d interpretation from single 2-d image III
3-d interpretation from single 2-d image III3-d interpretation from single 2-d image III
3-d interpretation from single 2-d image III
Yu Huang
 
IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...
IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...
IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...
Christian Gabriel Gomez
 
Shadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive ApplicationsShadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive Applications
stefan_b
 
Computational Photography_TED.pptx
Computational Photography_TED.pptxComputational Photography_TED.pptx
Computational Photography_TED.pptx
NandaKishoreMallapra1
 
Rendering Algorithms.pptx
Rendering Algorithms.pptxRendering Algorithms.pptx
Rendering Algorithms.pptx
SherinRappai
 
Advanced Lighting for Interactive Applications
Advanced Lighting for Interactive ApplicationsAdvanced Lighting for Interactive Applications
Advanced Lighting for Interactive Applications
stefan_b
 
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)
Matthew O'Toole
 
Computer Vision Workshop
Computer Vision WorkshopComputer Vision Workshop
Computer Vision Workshop
Helen Tabunshchyk
 
Global illumination
Global illuminationGlobal illumination
Global illumination
Dragan Okanovic
 
Monte carlo methods in graphics and hacking
Monte carlo methods in graphics and hackingMonte carlo methods in graphics and hacking
Monte carlo methods in graphics and hacking
Himanshu Goel
 
Sem 2 Presentation
Sem 2 PresentationSem 2 Presentation
Sem 2 PresentationShalom Cohen
 
>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...
>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...
>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...
Matt Hirsch - MIT Media Lab
 
Understanding neural radiance fields
Understanding neural radiance fieldsUnderstanding neural radiance fields
Understanding neural radiance fields
Varun Bhaseen
 
CATalkOnline.ppt
CATalkOnline.pptCATalkOnline.ppt
CATalkOnline.ppt
Samar954063
 

Similar to Voxel based global-illumination (20)

Introduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer VisionIntroduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer Vision
 
SIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral Imaging
SIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral ImagingSIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral Imaging
SIGGRAPH 2012 Computational Plenoptic Imaging Course - 3 Spectral Imaging
 
Lec14 multiview stereo
Lec14 multiview stereoLec14 multiview stereo
Lec14 multiview stereo
 
論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])
論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])
論文読み会@AIST (Deep Virtual Stereo Odometry [ECCV2018])
 
Lec13 stereo converted
Lec13 stereo convertedLec13 stereo converted
Lec13 stereo converted
 
3-d interpretation from single 2-d image III
3-d interpretation from single 2-d image III3-d interpretation from single 2-d image III
3-d interpretation from single 2-d image III
 
IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...
IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...
IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...
 
Shadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive ApplicationsShadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive Applications
 
Computational Photography_TED.pptx
Computational Photography_TED.pptxComputational Photography_TED.pptx
Computational Photography_TED.pptx
 
FinalPoster
FinalPosterFinalPoster
FinalPoster
 
Rendering Algorithms.pptx
Rendering Algorithms.pptxRendering Algorithms.pptx
Rendering Algorithms.pptx
 
Advanced Lighting for Interactive Applications
Advanced Lighting for Interactive ApplicationsAdvanced Lighting for Interactive Applications
Advanced Lighting for Interactive Applications
 
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)
 
Computer Vision Workshop
Computer Vision WorkshopComputer Vision Workshop
Computer Vision Workshop
 
Global illumination
Global illuminationGlobal illumination
Global illumination
 
Monte carlo methods in graphics and hacking
Monte carlo methods in graphics and hackingMonte carlo methods in graphics and hacking
Monte carlo methods in graphics and hacking
 
Sem 2 Presentation
Sem 2 PresentationSem 2 Presentation
Sem 2 Presentation
 
>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...
>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...
>A Switchable Light Field Camera Architecture with Angle SEnsitive Pixels and...
 
Understanding neural radiance fields
Understanding neural radiance fieldsUnderstanding neural radiance fields
Understanding neural radiance fields
 
CATalkOnline.ppt
CATalkOnline.pptCATalkOnline.ppt
CATalkOnline.ppt
 

Recently uploaded

Free Complete Python - A step towards Data Science
Free Complete Python - A step towards Data ScienceFree Complete Python - A step towards Data Science
Free Complete Python - A step towards Data Science
RinaMondal9
 
State of ICS and IoT Cyber Threat Landscape Report 2024 preview
State of ICS and IoT Cyber Threat Landscape Report 2024 previewState of ICS and IoT Cyber Threat Landscape Report 2024 preview
State of ICS and IoT Cyber Threat Landscape Report 2024 preview
Prayukth K V
 
Monitoring Java Application Security with JDK Tools and JFR Events
Monitoring Java Application Security with JDK Tools and JFR EventsMonitoring Java Application Security with JDK Tools and JFR Events
Monitoring Java Application Security with JDK Tools and JFR Events
Ana-Maria Mihalceanu
 
Epistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI supportEpistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI support
Alan Dix
 
FIDO Alliance Osaka Seminar: FIDO Security Aspects.pdf
FIDO Alliance Osaka Seminar: FIDO Security Aspects.pdfFIDO Alliance Osaka Seminar: FIDO Security Aspects.pdf
FIDO Alliance Osaka Seminar: FIDO Security Aspects.pdf
FIDO Alliance
 
Elizabeth Buie - Older adults: Are we really designing for our future selves?
Elizabeth Buie - Older adults: Are we really designing for our future selves?Elizabeth Buie - Older adults: Are we really designing for our future selves?
Elizabeth Buie - Older adults: Are we really designing for our future selves?
Nexer Digital
 
FIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdf
FIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdfFIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdf
FIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdf
FIDO Alliance
 
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
BookNet Canada
 
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdfSmart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
91mobiles
 
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
DanBrown980551
 
The Future of Platform Engineering
The Future of Platform EngineeringThe Future of Platform Engineering
The Future of Platform Engineering
Jemma Hussein Allen
 
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Encryption in Microsoft 365 - ExpertsLive Netherlands 2024
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024
Albert Hoitingh
 
Pushing the limits of ePRTC: 100ns holdover for 100 days
Pushing the limits of ePRTC: 100ns holdover for 100 daysPushing the limits of ePRTC: 100ns holdover for 100 days
Pushing the limits of ePRTC: 100ns holdover for 100 days
Adtran
 
The Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and SalesThe Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and Sales
Laura Byrne
 
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdfFIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance
 
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024
GraphSummit Singapore | The Art of the  Possible with Graph - Q2 2024GraphSummit Singapore | The Art of the  Possible with Graph - Q2 2024
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024
Neo4j
 
UiPath Test Automation using UiPath Test Suite series, part 5
UiPath Test Automation using UiPath Test Suite series, part 5UiPath Test Automation using UiPath Test Suite series, part 5
UiPath Test Automation using UiPath Test Suite series, part 5
DianaGray10
 
Secstrike : Reverse Engineering & Pwnable tools for CTF.pptx
Secstrike : Reverse Engineering & Pwnable tools for CTF.pptxSecstrike : Reverse Engineering & Pwnable tools for CTF.pptx
Secstrike : Reverse Engineering & Pwnable tools for CTF.pptx
nkrafacyberclub
 
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdfFIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance
 
UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4
DianaGray10
 

Recently uploaded (20)

Free Complete Python - A step towards Data Science
Free Complete Python - A step towards Data ScienceFree Complete Python - A step towards Data Science
Free Complete Python - A step towards Data Science
 
State of ICS and IoT Cyber Threat Landscape Report 2024 preview
State of ICS and IoT Cyber Threat Landscape Report 2024 previewState of ICS and IoT Cyber Threat Landscape Report 2024 preview
State of ICS and IoT Cyber Threat Landscape Report 2024 preview
 
Monitoring Java Application Security with JDK Tools and JFR Events
Monitoring Java Application Security with JDK Tools and JFR EventsMonitoring Java Application Security with JDK Tools and JFR Events
Monitoring Java Application Security with JDK Tools and JFR Events
 
Epistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI supportEpistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI support
 
FIDO Alliance Osaka Seminar: FIDO Security Aspects.pdf
FIDO Alliance Osaka Seminar: FIDO Security Aspects.pdfFIDO Alliance Osaka Seminar: FIDO Security Aspects.pdf
FIDO Alliance Osaka Seminar: FIDO Security Aspects.pdf
 
Elizabeth Buie - Older adults: Are we really designing for our future selves?
Elizabeth Buie - Older adults: Are we really designing for our future selves?Elizabeth Buie - Older adults: Are we really designing for our future selves?
Elizabeth Buie - Older adults: Are we really designing for our future selves?
 
FIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdf
FIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdfFIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdf
FIDO Alliance Osaka Seminar: Passkeys and the Road Ahead.pdf
 
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
 
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdfSmart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
 
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
 
The Future of Platform Engineering
The Future of Platform EngineeringThe Future of Platform Engineering
The Future of Platform Engineering
 
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Encryption in Microsoft 365 - ExpertsLive Netherlands 2024
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024
 
Pushing the limits of ePRTC: 100ns holdover for 100 days
Pushing the limits of ePRTC: 100ns holdover for 100 daysPushing the limits of ePRTC: 100ns holdover for 100 days
Pushing the limits of ePRTC: 100ns holdover for 100 days
 
The Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and SalesThe Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and Sales
 
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdfFIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
 
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024
GraphSummit Singapore | The Art of the  Possible with Graph - Q2 2024GraphSummit Singapore | The Art of the  Possible with Graph - Q2 2024
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024
 
UiPath Test Automation using UiPath Test Suite series, part 5
UiPath Test Automation using UiPath Test Suite series, part 5UiPath Test Automation using UiPath Test Suite series, part 5
UiPath Test Automation using UiPath Test Suite series, part 5
 
Secstrike : Reverse Engineering & Pwnable tools for CTF.pptx
Secstrike : Reverse Engineering & Pwnable tools for CTF.pptxSecstrike : Reverse Engineering & Pwnable tools for CTF.pptx
Secstrike : Reverse Engineering & Pwnable tools for CTF.pptx
 
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdfFIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
 
UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4
 

Voxel based global-illumination

  • 1. computer graphics & visualization Voxel-Based Global-Illumination By Thiedemann, Henrich, Grosch, and Müller Real-Time Near-Field Global Illumination on a Voxel Model Seyedmorteza Mostajabodaveh (Morteza), M.Sc. Marc Treib
  • 2. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Overview • Illumination • What is voxelization? • Paper’s Voxelization Method • Paper’s Voxel/Ray Intersection Method • Near Global-Illumination Based on Voxel-Model • Results
  • 3. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Illumination • Direct Illumination • Indirect Illumination
  • 4. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Types of Illumination • Direct Illumination – Reflection can be computed locally (using Normal and Material Specification) – Local Illumination
  • 5. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Types of Illumination • Indirect Illumination • The reflected light cannot be computed locally – Global Illumination
  • 6. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing
  • 7. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }
  • 8. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }
  • 9. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Accelaration • Classification of Accelaration Techniques for ray tracing – Faster ray-object intersections – Fewer Ray-Object Intersections – Fewer Rays
  • 10. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh What is voxelization?
  • 11. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Types of Voxelization • Binary Voxelization – A cell stores whether geometry is present in this cell or not • Multi-Valued Voxelization – A cell can also stores arbitrary other data like BRDF, normal or Radiance • Boundary Voxelization – Encodes the object surfaces only • Solid Voxelization – Captures the interior of a model
  • 12. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Contributions • A new atlas-based voxelization method • An improved ray/voxel intersection test • Real-time near-field illumination with voxel visibility
  • 13. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Goal • Computing global illumination in real time, given a large and dynamic scene.
  • 14. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (1/5)
  • 15. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (2/5)
  • 16. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (3/5) • Performance is directly related to the number of rendered vertices • Sufficient atlas-texture resolution
  • 17. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (4/5) • Environment – Geforce GTX 295, Intel Core 2 Duo 3.16 Ghz, 4 GB RAM • Performance
  • 18. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (5/5) • Pros – No restrictions to the objects – Applicable for dynamics rigid bodies and moderately deforming models • Cons – Each object has to have a texture atlas – Low atlas texture resolution causes holes in voxelization – Not allow strong deformation of the objects
  • 19. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Accelaration • Classification of Accelaration Techniques for ray tracing – Faster ray-object intersections • Efficient intersectors – Fewer Ray-Object Intersections • Bounding Volumes (Boxes, Spheres) • Space Subdivision – Fewer Rays • Adaptive Tree-Depth Control • Stochastic Sampling
  • 20. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (1/3) • Use a binary voxelized scene representation(Why only in 2-dimensions) • Build a Maximum mip-map hierarchy
  • 21. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 22. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 23. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 24. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 25. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 26. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 27. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (3/3) • Algorithm
  • 28. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }
  • 29. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Outgoing Radiance 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 BRDF
  • 30. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Outgoing Radiance 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 BRDF Outgoing Direction Incoming Direction
  • 31. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Monte Carlo Estimator 𝑰 = 𝒂 𝒃 𝒇 𝒙 𝒅𝒙 Monte Carlo Estimator: 𝑰 = 𝒃−𝒂 𝒏 𝒋=𝟏 𝒏 𝒇(𝒙𝒋)
  • 32. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Monte Carlo Importance Sampling Monte Carlo Estimator: 𝑰 = 𝒃−𝒂 𝒏 𝒋=𝟏 𝒏 𝒇(𝒙 𝒋) 𝒑(𝒙 𝒋)
  • 33. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 Outgoing Radiance 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 𝐿𝑖 𝑝, 𝜔𝑖 = 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖
  • 34. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh One Bounce is enough!
  • 35. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Real-Time Near-Field Single Bounce Indirect Light • Generate RSM (Reflective Shadow Map) for fast near-field illumination • Shoot N rays from x with maximum distance r • Find first intersection point using binary voxelization • Gather direct radiance from RSM
  • 36. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Real-Time Near-Field Single Bounce Indirect Light
  • 37. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results (movie)
  • 38. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results • The effect of changing the voxel resolution 32x32x128 (47fps) 64x64x128 (36fps) 128x128x128 (25fps)
  • 39. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results • Voxel-Based Single Bounce illumination with different Radiuses R R = 1.5 (37 fps) R = 4.0 - center (27 fps) R = 4.0 – right (21 fps)
  • 40. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results 2 (Movie)
  • 41. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Thank you very much!!! :D
  • 42. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Questions?
  • 43. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh References Reference Name Author TUM’s Computer Graphics Course Slides – 2013 Prof. Westermann, TU-Munich Ray Tracing from Group Up, 2007 by AK Peters Ltd Kevvin Suffern GPU Pro 3, 2012 by CRC Press Wolfgang Engel An Approximate Global-Illumination System for Computer Generated Films Tabellion, E. And Lamorlette, A. Voxel-Based Global Illumination, Proceedings of ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11) Thiedemann, Henrich, Grosch, and Müller Voxel-Based Global Illumination slides at Computer Graphics and Image Processing Lab, SNU http://graphics.snu.ac.kr/class/graphics2011/materials/paper09_voxel_gi.pdf Jin Hur, Junhyuk Yoon