Abstract
There is growing interest in rendering scenes with many lights, where scenes typically contain hundreds to thousands of lights. Each light illuminates geometry within a finite extent called a light volume. A key aspect of performance is determining which lights apply to what geometry, and then applying those lights efficiently. We present a GPU-based approach using spatial data structures, binning lights by depth analytically while also taking advantage of hardware rasterization. This improves light binning performance by 3–6\(\times \). We also present a GPU memory and cache friendly data structure that takes two passes to build, giving 4–10\(\times \) improved performance when applying lighting and an overall improvement of 1.3–4\(\times \) for total frametime.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
Bezrati, A.: Real-time lighting via light linked list. In: GPU Pro 6: Advanced Rendering Techniques p. 183 (2015)
Crassin, C., Neyret, F., Sainz, M., Green, S., Eisemann, E.: Interactive indirect illumination using voxel cone tracing. In: Computer Graphics Forum, vol. 30, pp. 1921–1930. Wiley Online Library (2011)
Deering, M., Winner, S., Schediwy, B., Duffy, C., Hunt, N.: The triangle processor and normal vector shader: a vlsi system for high performance graphics. In: ACM SIGGRAPH Computer Graphics, vol. 22, ACM, pp. 21–30 (1988)
Harada, T.: A 2.5 d culling for forward+. In: SIGGRAPH Asia 2012 Technical Briefs, ACM, p. 18 (2012)
Harada, T., McKee, J., Yang, J.C.: Forward+: Bringing deferred lighting to the next level. In: Andujar, C., Puppo, E. (eds.) Eurographics 2012 - Short Papers. The Eurographics Association (2012). https://doi.org/10.2312/conf/EG2012/short/005-008
Kämpe, V., Sintorn, E., Assarsson, U.: High resolution sparse voxel dags. ACM Trans. Gr. (TOG) 32(4), 101 (2013)
Knowles, P., Leach, G., Zambetta, F.: Efficient layered fragment buffer techniques. In: Cozzi, P., Riccio, C. (eds.) OpenGL Insights, pp. 279–292. CRC Press, UK (2012). http://www.openglinsights.com/
Maule, M., Comba, J.L., Torchelsen, R., Bastos, R.: Memory-efficient order-independent transparency with dynamic fragment buffer. In: 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images, IEEE, pp. 134–141 (2012)
McGuire, M.: Computer graphics archive (2017). https://casual-effects.com/data
O’Donnell, Y., Chajdas, M.G.: Tiled light trees. In: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, ACM, p. 1 (2017)
Olsson, O., Assarsson, U.: Tiled shading. J. Gr. GPU Game Tools 15(4), 235–251 (2011)
Olsson, O., Billeter, M., Assarsson, U.: Clustered deferred and forward shading. In: Proceedings of the Fourth ACM SIGGRAPH/Eurographics Conference on High-Performance Graphics, Eurographics Association, pp. 87–96 (2012)
Olsson, O., Billeter, M., Assarsson, U.: Tiled and clustered forward shading: supporting transparency and MSAA. In: ACM SIGGRAPH 2012 Talks, SIGGRAPH ’12, pp. 37:1–37:1. ACM, New York, NY, USA (2012). https://doi.org/10.1145/2343045.2343095
Ortegren, K., Persson, E.: Clustered shading: assigning lights using conservative rasterization in directx 12. In: GPU Pro 7: Advanced Rendering Techniques p. 43 (2016)
Persson, E., Olsson, O.: Practical clustered deferred and forward shading. Courses: Advances in Real-Time Rendering in Games. SIGGRAPH 13(23), 1–23 (2013)
Saito, T., Takahashi, T.: Comprehensible rendering of 3-d shapes. In: ACM SIGGRAPH Computer Graphics, vol. 24, ACM, pp. 197–206 (1990)
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Archer, J., Leach, G., Knowles, P. et al. Hybrid Lighting for faster rendering of scenes with many lights. Vis Comput 34, 853–862 (2018). https://doi.org/10.1007/s00371-018-1535-5
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00371-018-1535-5