World-Space Direct and Indirect Lighting Sample Reuse with Persistent Reservoirs

dc.contributor.authorYuan, JunPingen_US
dc.contributor.authorWang, Chenen_US
dc.contributor.authorSun, Qien_US
dc.contributor.authorGuo, Jieen_US
dc.contributor.authorBei, Jiaen_US
dc.contributor.authorZhang, Yanen_US
dc.contributor.authorGuo, Yanwenen_US
dc.contributor.editorChristie, Marcen_US
dc.contributor.editorHan, Ping-Hsuanen_US
dc.contributor.editorLin, Shih-Syunen_US
dc.contributor.editorPietroni, Nicoen_US
dc.contributor.editorSchneider, Teseoen_US
dc.contributor.editorTsai, Hsin-Rueyen_US
dc.contributor.editorWang, Yu-Shuenen_US
dc.contributor.editorZhang, Eugeneen_US
dc.date.accessioned2025-10-07T06:04:29Z
dc.date.available2025-10-07T06:04:29Z
dc.date.issued2025
dc.description.abstractIn the context of hardware-accelerated real-time ray tracing, existing spatiotemporal resampling techniques are still constrained by screen-space dependencies, which may lead to reuse failures. To address this issue, we propose a world-space resampling method based on a hybrid spatial structure that combines uniform grids and octrees. This persistent structure, which remains unchanged with respect to camera motion, can efficiently partition scenes while preserving geometric details. Our method begins with generating initial light samples, then remaps these samples to the spatial structure. Spatial reuse occurs entirely within individual spatial nodes. For direct illumination, we determine the spatial node of each shading point and select the world-space reservoir from that node to obtain a light sample. For indirect illumination, we trace a BRDF ray and use the world-space reservoir within the spatial node at the hit point to improve the NEE. This unified approach enables joint sample reuse for both direct and indirect illumination. Our experiments show that the proposed method achieves 20-70% reduction in RelMSE compared to screen-space ReSTIR and previous world-space methods under equal-time comparison, with 2× faster convergence rates and superior temporal stability under rapid camera motion.en_US
dc.description.sectionheadersLighting & Rendering
dc.description.seriesinformationPacific Graphics Conference Papers, Posters, and Demos
dc.identifier.doi10.2312/pg.20251292
dc.identifier.isbn978-3-03868-295-0
dc.identifier.pages12 pages
dc.identifier.urihttps://doi.org/10.2312/pg.20251292
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/pg20251292
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies → Rendering;Ray tracing
dc.subjectComputing methodologies → Rendering
dc.subjectRay tracing
dc.titleWorld-Space Direct and Indirect Lighting Sample Reuse with Persistent Reservoirsen_US
Files
Original bundle
Now showing 1 - 3 of 3
Loading...
Thumbnail Image
Name:
pg20251292.pdf
Size:
35.03 MB
Format:
Adobe Portable Document Format
No Thumbnail Available
Name:
paper1097_mm2.mp4
Size:
721.6 MB
Format:
Video MP4
Loading...
Thumbnail Image
Name:
paper1097_mm3.pdf
Size:
6.48 MB
Format:
Adobe Portable Document Format