Christian Luksch, Michael WimmerORCID iD, Michael Schwärzler
Incrementally Baked Global Illumination
In Proceedings of the 33rd Symposium on Interactive 3D Graphics and Games (I3D 2019), pages 4:1-4:10. May 2019.
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Information

  • Publication Type: Conference Paper
  • Workgroup(s)/Project(s):
  • Date: May 2019
  • ISBN: 978-1-4503-6310-5
  • Series: I3D ’19
  • Publisher: ACM
  • Location: Montreal, Quebec, Canada
  • Lecturer: Christian Luksch
  • Event: 33rd Symposium on Interactive 3D Graphics and Games (I3D 2019)
  • Editor: Blenkhorn, Ari Rapkin
  • DOI: 10.1145/3306131.3317015
  • Call for Papers: Call for Paper
  • Booktitle: Proceedings of the 33rd Symposium on Interactive 3D Graphics and Games (I3D 2019)
  • Conference date: 21. May 2019 – 23. May 2019
  • Pages: 4:1 – 4:10
  • Keywords: Global Illumination, Instant Radiosity, Lightmaps

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.

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BibTeX

@inproceedings{LUKSCH-2019-IGI,
  title =      "Incrementally Baked Global Illumination",
  author =     "Christian Luksch and Michael Wimmer and Michael
               Schw\"{a}rzler",
  year =       "2019",
  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.",
  month =      may,
  isbn =       "978-1-4503-6310-5",
  series =     "I3D ’19",
  publisher =  "ACM",
  location =   "Montreal, Quebec, Canada",
  event =      "33rd Symposium on Interactive 3D Graphics and Games (I3D
               2019)",
  editor =     "Blenkhorn, Ari Rapkin",
  doi =        "10.1145/3306131.3317015",
  booktitle =  "Proceedings of the 33rd Symposium on Interactive 3D Graphics
               and Games (I3D 2019)",
  pages =      "4:1--4:10",
  keywords =   "Global Illumination, Instant Radiosity, Lightmaps",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2019/LUKSCH-2019-IGI/",
}