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Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview

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HAL Id: hal-00650196

https://hal.inria.fr/hal-00650196

Submitted on 9 Dec 2011

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Interactive Indirect Illumination Using Voxel Cone

Tracing: A Preview

Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann

To cite this version:

Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann. Interactive Indirect

Illumination Using Voxel Cone Tracing: A Preview. ACM SIGGRAPH Symposium on Interactive 3D

Graphics and Games (I3D), Feb 2011, San Francisco, California, United States. 2011. �hal-00650196�

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Interactive Indirect Illumination Using Voxel Cone Tracing

Cyril Crassin Fabrice Neyret

INRIA / LJK / Grenoble University / CNRS

NVIDIA Corporation

Miguel Sainz

NVIDIA Corporation

Simon Green

Elmar Eisemann

Telecom ParisTech

Reference: GigaVoxels : Ray-guided streaming for efficient and detailed

voxel rendering. I3D 2009. CRASSIN, C., NEYRET, F., LEFEBVRE, S., AND EISEMANN, E.

Overview

Pre-integrated Voxel Cone Tracing

The core of our approach is built upon a pre-filtered hierarchical voxel version of the scene geometry. For efficiency, this representation is stored in the form of a compact pointer-based sparse voxel octree in the spirit of [Crassin et al. 2009]. We use small 33 bricks with values

located in octree-node corners. This structure exhibits an almost scene-independent performance and is suitable to be extended to out-of-core rendering, hereby allowing for arbitrarily complex scenes.

Sparse voxel octree + bricks representation storing filtered geometry, NDF and irradiance distribution

Model courtesy of 3D-Coat/Rick Sarasin

Model courtesy of 3D-Coat/Rick

Global Algorithm

Our approach approximates the result of the visibility, energy and NDF estimation for a bundle of rays in a cone using only a single ray and our filtered (mipmapped) voxel structure. The idea is to perform volume integration steps along the cone axis with lookups in our hierarchical representation at the LOD corresponding to the local cone radius. During this step, we use quadrilinear interpolation to ensure a smooth LOD variation. Our voxel shading convolves the BRDF, the NDF, the distribu-tion of light direcdistribu-tions and the span of the view cone, all considered as Gaussian lobes. These lobes are reconstructed from direction distribu-tions stored in a compact way as non-normalized vectors in the structure.

^ Approximate voxel based cone tracing using pre-integrated values inside a sparse mipmap pyramid

We thank Guillermo M Leal Llaguno for the San Miguel Scene and Crytek for the improved Atrium Sponza palace model.

Anisotropic Pre-Integration

In order to get higher quality visibility estimation and to limit leaking of light when low resolution mipmap levels are used, we propose to rely on an anisotropic pre-integration of voxel values stored in a direction-dependant way in the structure. We use the 6 main directions and values are reconstructed by linear interpolation of the 3 closest directions. It provides a better approximation of the volume rendering integral, at the cost of 1.75x the storage requirement and a slightly slower sampling.

Step 1: Render scene from light

sources. Bake incoming radiance and light direction into the octree

Step 2: Filter irradiance values

and light directions inside the octree (mipmap)

Step 3: Render from camera. Sample

diffuse + specular BRDF components using voxel based cone tracing

1.

Store incoming radiance (energy and direction) from dynamic light sources into a sparse voxel octree hierarchy, by rasterizing scene meshes.

2.

Filter the values in the higher levels of the octree (mipmap). Done efficiently in parallel by relying on screen-space quad-tree analysis.

3.

Render scene from the camera. For each visible surface fragments, we combine the direct and indirect illumination. We employ an approxi-mate cone tracing to perform a final gathering, sending out a few cones over the hemisphere to collect illumination distributed in the octree.

Sparse Voxel Octree Structure

Scene model c ou rt es y of Gu ill ermo M. Leal Ll agu no

Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the surfaces involved. We present a novel algorithm to compute global illumination in real-time that avoids costly precomputation steps and is not restricted to low frequency illumination. It is based on a voxel octree representa-tion and an approximate voxel cone tracing that allows a fast estima-tion of the visibility and incoming energy. Our approach can manage both Lambertian and Glossy materials at interactive framerates (5-30FPS).

Scen e model c ourt es y of Gui llermo M. Leal Ll agun o

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