Abstract
We present a novel hybrid rendering method for diffuse and glossy indirect illumination. A scene is rendered using standard rasterization on a GPU. In a shader, secondary ray queries are used to sample incident light and to compute indirect lighting. We observe that it is more important to cast many rays than to have precise results for each ray. Thus, we approximate secondary rays by intersecting them with precomputed layered depth images of the scene. We achieve interactive to real-time frame rates including indirect diffuse and glossy effects.
Similar content being viewed by others
References
Agrawala, M., Ramamoorthi, R., Heirich, A., Moll, L.: Efficient image-based methods for rendering soft shadows. In: Proceedings Siggraph 2000, pp. 375–384. ACM, New York (2000)
Aila, T., Laine, S.: Understanding the efficiency of ray traversal on gpus. In: Proceedings of the 1st ACM Conference on High Performance Graphics, pp. 145–149. ACM, New York (2009)
Assarsson, U., Akenine-Möller, T.: A geometry-based soft shadow volume algorithm using graphics hardware. ACM Trans. Graph. 22(3), 511–520 (2003). http://doi.acm.org/10.1145/882262.882300
Bavoil, L., Callahan, S., Silva, C.: Robust soft shadow mapping with backprojection and depth peeling. J. Graph. GPU Game Tools 13(1), 19–30 (2008)
Bürger, K., Hertel, S., Krüger, J., Westermann, R.: Gpu rendering of secondary effects. In: Vision, Modeling and Visualization (2007)
Dachsbacher, C., Stamminger, M.: Splatting indirect illumination. In: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games, p. 100. ACM, New York (2006)
Forest, V., Barthe, L., Paulin, M.: Accurate shadows by depth complexity sampling. Comput. Graph. Forum 27, 663–674 (2008)
Guennebaud, G., Barthe, L., Paulin, M.: High-quality adaptive soft shadow mapping. Comput. Graph. Forum 26, 525–533 (2007)
Hachisuka, T.: High-quality global illumination rendering using rasterization. In: GPU Gems 2. Addison-Wesley, Reading (2005)
Havran, V., Purgathofer, W.: On comparing ray shooting algorithms. Comput. Graph 27(4), 593–604 (2003)
Hertel, S., Hormann, K., Westermann, R.: A Hybrid GPU Rendering Pipeline for Alias-Free Hard Shadows, pp. 59–66. Eurographics Association, Geneva (2009)
Keller, A.: Instant radiosity. In: SIGGRAPH ’97: Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, pp. 49–56. ACM Press/Addison-Wesley, New York (1997). doi:http://doi.acm.org/10.1145/258734.258769
Lauterbach, C., Garland, M., Sengupta, S., Luebke, D., Manocha, D.: Fast BVH construction on GPUs. Comput. Graph. Forum 28, 375–384 (2009)
NVIDIA: Interactive order-independent transparency (2001). http://developer.nvidia.com
Purcell, T.J., Buck, I., Mark, W.R., Hanrahan, P.: Ray tracing on programmable graphics hardware. In: SIGGRAPH ’05: ACM SIGGRAPH 2005 Courses, p. 268. ACM, New York (2005). http://doi.acm.org/10.1145/1198555.1198798
Ritschel, T., Grosch, T., Kautz, J., Müller, S.: Interactive illumination with coherent shadow maps. In: Proceedings of the Eurographics Symposium on Rendering, Citeseer (2007)
Ritschel, T., Grosch, T., Kim, M., Seidel, H., Dachsbacher, C., Kautz, J.: Imperfect shadow maps for efficient computation of indirect illumination. ACM Trans. Graph. 27(5), 129 (2008)
Ritschel, T., Engelhardt, T., Grosch, T., Seidel, H., Kautz, J., Dachsbacher, C.: Micro-rendering for scalable, parallel final gathering. In: ACM SIGGRAPH Asia 2009 papers, pp. 1–8. ACM, New York (2009)
Roger, D., Assarsson, U., Holzschuch, N.: Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU. In: Kautz, J., Pattanaik, S. (eds.) Symposium on Rendering, Rendering Techniques 2007, pp. 99–110. Eurographics Association, Geneva (2007). doi:10.2312/EGWR/EGSR07/099-110
Schwarz, M., Stamminger, M.: Bitmask soft shadows. Comput. Graph. Forum 26, 515–524 (2007)
Segovia, B., Iehl, J., Mitanchey, R., Péroche, B.: Non-interleaved deferred shading of interleaved sample patterns. In: Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware, p. 60. ACM, New York (2006)
Sengupta, S., Harris, M., Zhang, Y., Owens, J.: Scan primitives for gpu computing. In: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware, p. 106. Eurographics Association, Geneva (2007)
Shade, J., Gortler, S., He, L., Szeliski, R.: Layered depth images. In: Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, pp. 231–242. ACM, New York (1998)
Sintorn, E., Eisemann, E., Assarsson, U.: Sample based visibility for soft shadows using alias-free shadow maps. Comput. Graph. Forum 27(4), 1285–1292 (2008)
Wald, I., Kollig, T., Benthin, C., Keller, A., Slusallek, P.: Interactive global illumination using fast ray tracing. In: Proceedings of the 13th Eurographics Workshop on Rendering, pp. 15–24. Eurographics Association, Geneva (2002)
Wald, I., Ize, T., Kensler, A., Knoll, A., Parker, S.G.: Ray tracing animated scenes using coherent grid traversal. ACM Trans. Graph. 25(3), 485–493 (2006). http://doi.acm.org/10.1145/1141911.1141913
Xie, F., Tabellion, E., Pearce, A.: Soft shadows by ray tracing multilayer transparent shadow maps. Comput. Graph. Forum (Proc. Symposium on Rendering) (2007)
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Nießner, M., Schäfer, H. & Stamminger, M. Fast indirect illumination using Layered Depth Images. Vis Comput 26, 679–686 (2010). https://doi.org/10.1007/s00371-010-0486-2
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00371-010-0486-2