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dc.contributor.authorTokuyoshi, Yusukeen_US
dc.contributor.authorHarada, Takahiroen_US
dc.contributor.editorZwicker, Matthias and Sander, Pedroen_US
dc.date.accessioned2017-06-19T06:50:41Z
dc.date.available2017-06-19T06:50:41Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13224
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13224
dc.description.abstractThis paper introduces a real-time rendering method for single-bounce glossy caustics created by GGX microsurfaces. Our method is based on stochastic light culling of virtual point lights (VPLs), which is an unbiased culling method that randomly determines the range of influence of light for each VPL. While the original stochastic light culling method uses a bounding sphere defined by that light range for coarse culling (e.g., tiled culling), we have further extended the method by calculating a tighter bounding ellipsoid for glossy VPLs. Such bounding ellipsoids can be calculated analytically under the classic Phong reflection model which cannot be applied to physically plausible materials used in modern computer graphics productions. In order to use stochastic light culling for such modern materials, this paper derives a simple analytical solution to generate a tighter bounding ellipsoid for VPLs on GGX microsurfaces. This paper also presents an efficient implementation for culling bounding ellipsoids in the context of tiled culling. When stochastic light culling is combined with interleaved sampling for a scene with tens of thousands of VPLs, this tiled culling is faster than conservative rasterization-based clustered shading which is a state-of-the-art culling technique that supports bounding ellipsoids. Using these techniques, VPLs are culled efficiently for completely dynamic single-bounce glossy caustics reflected from GGX microsurfaces.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subject
dc.subject> Rendering
dc.titleStochastic Light Culling for VPLs on GGX Microsurfacesen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersLighting and Shading
dc.description.volume36
dc.description.number4
dc.identifier.doi10.1111/cgf.13224
dc.identifier.pages055-063


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  • 36-Issue 4
    Rendering 2017 - Symposium Proceedings

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