Level-of-Detail for Production-Scale Path Tracing

dc.contributor.authorPrus, Magdalenaen_US
dc.contributor.authorEisenacher, Christianen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorDavid Bommes and Tobias Ritschel and Thomas Schultzen_US
dc.date.accessioned2015-10-07T05:13:33Z
dc.date.available2015-10-07T05:13:33Z
dc.date.issued2015en_US
dc.description.abstractPath-traced global illumination (GI) becomes increasingly important in movie production. With offscreen elements considerably contributing to the path traced image, geometric complexity increases drastically, requiring geometric instancing or a variety of manually created and baked LOD. To reduce artists' work load and bridge the gap between mesh-based LOD (Mip-maps) and voxel-based LOD (brickmaps), we propose to use an SVO with averaged BRDF parameters, e.g. for the Disney-BRDF, and a normal distribution per voxel. During shading we construct a BRDF from the averaged BRDF parameters and evaluate it with a random normal sampled from the distribution. This is simple, memory-efficient, and handles a wide variety of geometry scales and materials seamlessly, with proper filtering. Further it is efficient to construct, which allows quick artist iterations as well as automatic and lazy generation on scene loading.en_US
dc.description.sectionheadersRenderingen_US
dc.description.seriesinformationVision, Modeling & Visualizationen_US
dc.identifier.doi10.2312/vmv.20151260en_US
dc.identifier.isbn978-3-905674-95-8en_US
dc.identifier.pages73-78en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vmv.20151260en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRaytracingen_US
dc.titleLevel-of-Detail for Production-Scale Path Tracingen_US
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