High-Performance Graphics 2014
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Browsing High-Performance Graphics 2014 by Subject "and texture"
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Item High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting(The Eurographics Association, 2014) Yusov, Egor; Ingo Wald and Jonathan Ragan-KelleyWe present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute optical depth, single and multiple scattering inside the reference particle for every camera position, orientation and light direction, and store the information in the look-up tables. At run time, information from the look-up tables is used to compute the cloud shading, avoiding any ray marching or slicing. To control the level of detail, we introduce a new technique which provides high fidelity for close clouds while using a coarse representation for distant regions. In addition to this, we present a new method for blending particles. Compared to traditional alpha-blending, this method produces more accurate visual results by accounting for volumetric intersection. The method merges collection of individual particles into a continuous medium, and also eliminates temporal artifacts. Our technique is able to produce realistic images at high frame rates.Item Layered Reflective Shadow Maps for Voxel-based Indirect Illumination(The Eurographics Association, 2014) Sugihara, Masamichi; Rauwendaal, Randall; Salvi, Marco; Ingo Wald and Jonathan Ragan-KelleyWe introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new per-light data structure called layered reflective shadow maps (LRSMs). We use voxel cone tracing for visibility determination and integrate outgoing radiance by performing lookups in a pre-filtered LRSM. Finally we demonstrate that our simple data structures are easy to implement and can be rebuilt every frame to support both dynamic lights and scenes.