Abstract
Global Illumination is affected by the slightest change in a 3D scene, requiring a complete reevaluation of the distributed light. In cases where real-time algorithms are not applicable due to high demands on the achievable accuracy, this recomputation from scratch results in artifacts like flickering or noise, disturbing the visual appearance and negatively affecting interactive lighting design workflows. We propose a novel system tackling this problem by providing incremental updates of a baked global illumination solution after scene modifications, and a re-convergence after a few seconds. Using specifically targeted incremental data structures and prioritization strategies in a many-light global illumination algorithm, we compute a differential update from one illumination state to another. We further demonstrate the use of a novel error balancing strategy making it possible to prioritize the illumination updates.
Original language | English |
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Title of host publication | Proceedings - I3D 2019 |
Subtitle of host publication | ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games |
Editors | Stephen N. Spencer |
Publisher | Association for Computing Machinery (ACM) |
Pages | 1-10 |
Number of pages | 10 |
ISBN (Electronic) | 9781450363105 |
DOIs | |
Publication status | Published - 21 May 2019 |
Event | 2019 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2019 - Montreal, Canada Duration: 21 May 2019 → 23 May 2019 |
Conference
Conference | 2019 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2019 |
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Country/Territory | Canada |
City | Montreal |
Period | 21/05/19 → 23/05/19 |
Keywords
- Global Illumination
- Instant Radiosity
- Lightmaps