Spherical Gaussian‐based Lightcuts for Glossy Interreflections

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Date
2020
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© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd
Abstract
It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy virtual lights to avoid spikes as well as reduce clamping errors. Directly gathering contributions from these glossy virtual lights to each pixel in a pairwise way is very inefficient. In this paper, we propose an adaptive algorithm with tighter error bounds to efficiently compute glossy interreflections from glossy virtual lights. This approach is an extension of the Lightcuts that builds hierarchies on both lights and pixels with new error bounds and new GPU‐based traversal methods between light and pixel hierarchies. Results demonstrate that our method is able to faithfully and efficiently compute glossy interreflections in scenes with highly glossy and spatial varying reflectance. Compared with the conventional Lightcuts method, our approach generates lightcuts with only one‐fourth to one‐fifth light nodes therefore exhibits better scalability. Additionally, after being implemented on GPU, our algorithms achieve a magnitude of faster performance than the previous method.
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@article{
10.1111:cgf.14011
, journal = {Computer Graphics Forum}, title = {{
Spherical Gaussian‐based Lightcuts for Glossy Interreflections
}}, author = {
Huo, Y.C.
and
Jin, S.H.
and
Liu, T.
and
Hua, W.
and
Wang, R.
and
Bao, H.J.
}, year = {
2020
}, publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.14011
} }
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