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computer graphics & visualization
Voxel-Based Global-Illumination
By Thiedemann, Henrich, Grosch, and Müller
Real-Time Near-Field Global Illumination on
a Voxel Model
Seyedmorteza Mostajabodaveh (Morteza),
M.Sc. Marc Treib
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Overview
• Illumination
• What is voxelization?
• Paper’s Voxelization Method
• Paper’s Voxel/Ray Intersection Method
• Near Global-Illumination Based on Voxel-Model
• Results
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Illumination
• Direct Illumination
• Indirect Illumination
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Illumination
• Direct Illumination
– Reflection can be computed locally (using Normal
and Material Specification)
– Local Illumination
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Illumination
• Indirect Illumination
• The reflected light cannot be computed locally
– Global Illumination
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Accelaration
• Classification of Accelaration Techniques for ray
tracing
– Faster ray-object intersections
– Fewer Ray-Object Intersections
– Fewer Rays
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
What is voxelization?
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Voxelization
• Binary Voxelization
– A cell stores whether geometry is present in this
cell or not
• Multi-Valued Voxelization
– A cell can also stores arbitrary other data like BRDF,
normal or Radiance
• Boundary Voxelization
– Encodes the object surfaces only
• Solid Voxelization
– Captures the interior of a model
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Contributions
• A new atlas-based voxelization method
• An improved ray/voxel intersection test
• Real-time near-field illumination with
voxel visibility
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Goal
• Computing global illumination in real time,
given a large and dynamic scene.
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (1/5)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (2/5)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (3/5)
• Performance is directly related to the number
of rendered vertices
• Sufficient atlas-texture resolution
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (4/5)
• Environment
– Geforce GTX 295, Intel Core 2 Duo 3.16 Ghz, 4 GB RAM
• Performance
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (5/5)
• Pros
– No restrictions to the objects
– Applicable for dynamics rigid bodies and
moderately deforming models
• Cons
– Each object has to have a texture atlas
– Low atlas texture resolution causes holes in
voxelization
– Not allow strong deformation of the objects
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Accelaration
• Classification of Accelaration Techniques for ray
tracing
– Faster ray-object intersections
• Efficient intersectors
– Fewer Ray-Object Intersections
• Bounding Volumes (Boxes, Spheres)
• Space Subdivision
– Fewer Rays
• Adaptive Tree-Depth Control
• Stochastic Sampling
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(1/3)
• Use a binary voxelized scene
representation(Why only in 2-dimensions)
• Build a Maximum mip-map hierarchy
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(3/3)
• Algorithm
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
BRDF
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
BRDF
Outgoing Direction Incoming Direction
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Monte Carlo Estimator
𝑰 =
𝒂
𝒃
𝒇 𝒙 𝒅𝒙
Monte Carlo Estimator: 𝑰 =
𝒃−𝒂
𝒏 𝒋=𝟏
𝒏
𝒇(𝒙𝒋)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Monte Carlo Importance Sampling
Monte Carlo Estimator: 𝑰 =
𝒃−𝒂
𝒏 𝒋=𝟏
𝒏 𝒇(𝒙 𝒋)
𝒑(𝒙 𝒋)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
𝐿𝑖 𝑝, 𝜔𝑖 = 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
One Bounce is enough!
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Real-Time Near-Field Single Bounce Indirect
Light
• Generate RSM (Reflective
Shadow Map) for fast
near-field illumination
• Shoot N rays from x with
maximum distance r
• Find first intersection
point using binary
voxelization
• Gather direct radiance
from RSM
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Real-Time Near-Field Single Bounce Indirect
Light
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results (movie)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results
• The effect of changing the voxel resolution
32x32x128 (47fps) 64x64x128 (36fps) 128x128x128 (25fps)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results
• Voxel-Based Single Bounce illumination with
different Radiuses R
R = 1.5 (37 fps) R = 4.0 - center (27 fps) R = 4.0 – right (21 fps)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results 2 (Movie)
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Thank you very much!!! :D
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Questions?
computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
References
Reference Name Author
TUM’s Computer Graphics Course Slides –
2013
Prof. Westermann, TU-Munich
Ray Tracing from Group Up, 2007 by AK
Peters Ltd
Kevvin Suffern
GPU Pro 3, 2012 by CRC Press Wolfgang Engel
An Approximate Global-Illumination
System for Computer Generated Films
Tabellion, E. And Lamorlette, A.
Voxel-Based Global Illumination,
Proceedings of ACM Symposium on
Interactive 3D Graphics and Games 2011
(I3D'11)
Thiedemann, Henrich, Grosch, and Müller
Voxel-Based Global Illumination slides at
Computer Graphics and Image Processing
Lab, SNU
http://graphics.snu.ac.kr/class/graphics2011/materials/paper09_voxel_gi.pdf
Jin Hur, Junhyuk Yoon

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Voxel based global-illumination

  • 1. computer graphics & visualization Voxel-Based Global-Illumination By Thiedemann, Henrich, Grosch, and Müller Real-Time Near-Field Global Illumination on a Voxel Model Seyedmorteza Mostajabodaveh (Morteza), M.Sc. Marc Treib
  • 2. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Overview • Illumination • What is voxelization? • Paper’s Voxelization Method • Paper’s Voxel/Ray Intersection Method • Near Global-Illumination Based on Voxel-Model • Results
  • 3. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Illumination • Direct Illumination • Indirect Illumination
  • 4. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Types of Illumination • Direct Illumination – Reflection can be computed locally (using Normal and Material Specification) – Local Illumination
  • 5. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Types of Illumination • Indirect Illumination • The reflected light cannot be computed locally – Global Illumination
  • 6. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing
  • 7. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }
  • 8. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }
  • 9. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Accelaration • Classification of Accelaration Techniques for ray tracing – Faster ray-object intersections – Fewer Ray-Object Intersections – Fewer Rays
  • 10. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh What is voxelization?
  • 11. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Types of Voxelization • Binary Voxelization – A cell stores whether geometry is present in this cell or not • Multi-Valued Voxelization – A cell can also stores arbitrary other data like BRDF, normal or Radiance • Boundary Voxelization – Encodes the object surfaces only • Solid Voxelization – Captures the interior of a model
  • 12. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Contributions • A new atlas-based voxelization method • An improved ray/voxel intersection test • Real-time near-field illumination with voxel visibility
  • 13. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Goal • Computing global illumination in real time, given a large and dynamic scene.
  • 14. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (1/5)
  • 15. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (2/5)
  • 16. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (3/5) • Performance is directly related to the number of rendered vertices • Sufficient atlas-texture resolution
  • 17. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (4/5) • Environment – Geforce GTX 295, Intel Core 2 Duo 3.16 Ghz, 4 GB RAM • Performance
  • 18. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Atlas-Based Voxelization (5/5) • Pros – No restrictions to the objects – Applicable for dynamics rigid bodies and moderately deforming models • Cons – Each object has to have a texture atlas – Low atlas texture resolution causes holes in voxelization – Not allow strong deformation of the objects
  • 19. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Accelaration • Classification of Accelaration Techniques for ray tracing – Faster ray-object intersections • Efficient intersectors – Fewer Ray-Object Intersections • Bounding Volumes (Boxes, Spheres) • Space Subdivision – Fewer Rays • Adaptive Tree-Depth Control • Stochastic Sampling
  • 20. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (1/3) • Use a binary voxelized scene representation(Why only in 2-dimensions) • Build a Maximum mip-map hierarchy
  • 21. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 22. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 23. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 24. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 25. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 26. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (2/3)
  • 27. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Hierarchical Ray-Voxel Intersection Test (3/3) • Algorithm
  • 28. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }
  • 29. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Outgoing Radiance 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 BRDF
  • 30. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Outgoing Radiance 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 BRDF Outgoing Direction Incoming Direction
  • 31. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Monte Carlo Estimator 𝑰 = 𝒂 𝒃 𝒇 𝒙 𝒅𝒙 Monte Carlo Estimator: 𝑰 = 𝒃−𝒂 𝒏 𝒋=𝟏 𝒏 𝒇(𝒙𝒋)
  • 32. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Monte Carlo Importance Sampling Monte Carlo Estimator: 𝑰 = 𝒃−𝒂 𝒏 𝒋=𝟏 𝒏 𝒇(𝒙 𝒋) 𝒑(𝒙 𝒋)
  • 33. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 Outgoing Radiance 𝐿 𝑜 𝑝, 𝜔 𝑜 = 2𝜋+ 𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖 𝐿𝑖 𝑝, 𝜔𝑖 = 𝐿 𝑜 𝑟(𝑝, 𝜔𝑖), −𝜔𝑖
  • 34. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh One Bounce is enough!
  • 35. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Real-Time Near-Field Single Bounce Indirect Light • Generate RSM (Reflective Shadow Map) for fast near-field illumination • Shoot N rays from x with maximum distance r • Find first intersection point using binary voxelization • Gather direct radiance from RSM
  • 36. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Real-Time Near-Field Single Bounce Indirect Light
  • 37. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results (movie)
  • 38. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results • The effect of changing the voxel resolution 32x32x128 (47fps) 64x64x128 (36fps) 128x128x128 (25fps)
  • 39. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results • Voxel-Based Single Bounce illumination with different Radiuses R R = 1.5 (37 fps) R = 4.0 - center (27 fps) R = 4.0 – right (21 fps)
  • 40. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Results 2 (Movie)
  • 41. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Thank you very much!!! :D
  • 42. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh Questions?
  • 43. computer graphics & visualization Real-Time Near-Field Global Illumination Based on Voxel Model Seyedmorteza Mostajabodaveh References Reference Name Author TUM’s Computer Graphics Course Slides – 2013 Prof. Westermann, TU-Munich Ray Tracing from Group Up, 2007 by AK Peters Ltd Kevvin Suffern GPU Pro 3, 2012 by CRC Press Wolfgang Engel An Approximate Global-Illumination System for Computer Generated Films Tabellion, E. And Lamorlette, A. Voxel-Based Global Illumination, Proceedings of ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11) Thiedemann, Henrich, Grosch, and Müller Voxel-Based Global Illumination slides at Computer Graphics and Image Processing Lab, SNU http://graphics.snu.ac.kr/class/graphics2011/materials/paper09_voxel_gi.pdf Jin Hur, Junhyuk Yoon