Screen-Space Bias Compensation for Interactive High-Quality
Global Illumination with Virtual Point Lights
Jan Novák, Thomas Engelhardt, and Carsten Dachsbacher
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2011
Abstract
In this paper we present a method that targets high-quality global
illumination at interactive frame rates. As many techniques in this
context, our method is based on instant radiosity, which represents
the indirect illumination in a scene with a set of virtual point lights,
and therefore enables efficient GPU rendering. Instant radiosity
captures light transport over larger distances well, but it requires
clamping of the point lights’ contribution to avoid bright splotches
on nearby surfaces. By bounding the short distance light transport,
the algorithm removes some energy and thus introduces bias, that is
visible as incorrect darkening near edges and corners. Our method
improves the quality and correctness of the rendered images by removing
bias using a hierarchical screen space approach. We show
that the bias compensation can be formulated as a post-processing
step and demonstrate renderings comparable to results from offline
algorithms at interactive speed.
Downloads
|
|
|
|
|
Paper (preview)
Results
Bibtex
@inproceedings{Novak:2011:SSBC, author = {Nov\'{a}k, Jan and Engelhardt, Thomas and Dachsbacher, Carsten}, title = {Screen-space bias compensation for interactive high-quality global illumination with virtual point lights}, booktitle = {Symposium on Interactive 3D Graphics and Games}, series = {I3D '11}, year = {2011}, isbn = {978-1-4503-0565-5}, location = {San Francisco, California}, pages = {119--124}, numpages = {6}, url = {http://doi.acm.org/10.1145/1944745.1944765}, doi = {http://doi.acm.org/10.1145/1944745.1944765}, acmid = {1944765}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {bias compensation, global illumination, instant radiosity, screen space}, }