We describe an extension to photon mapping that recasts the most expensive steps of the algorithm -- the initial and final photon bounces -- as image-space operations amenable to GPU acceleration. This enables global illumination for real-time applications as well as accelerating it for offline rendering. Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a k-d tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a filter kernel based on the a priori probability density of each photon path. These two steps exploit the fact that initial path segments from point lights and final ones into a pinhole camera each have a common center of projection. An optional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes. ISPM preserves the accurate and physically-based nature of photon mapping, supports arbitrary BSDFs, and captures both high- and low-frequency illumination effects such as caustics and diffuse color interreflection. An implementation on a consumer GPU and 8-core CPU renders highquality global illumination at up to 26 Hz at HD (1920x1080) resolution, for complex scenes containing moving objects and lights.
Description
Hardware-accelerated global illumination by image space photon mapping
%0 Conference Paper
%1 McGuire:Luebke:2009
%A McGuire, Morgan
%A Luebke, David
%B Proceedings of the Conference on High Performance Graphics 2009
%C New York, NY, USA
%D 2009
%I ACM
%K indirect_lighting photon_mapping screenspace
%P 77--89
%R 10.1145/1572769.1572783
%T Hardware-accelerated Global Illumination by Image Space Photon Mapping
%X We describe an extension to photon mapping that recasts the most expensive steps of the algorithm -- the initial and final photon bounces -- as image-space operations amenable to GPU acceleration. This enables global illumination for real-time applications as well as accelerating it for offline rendering. Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a k-d tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a filter kernel based on the a priori probability density of each photon path. These two steps exploit the fact that initial path segments from point lights and final ones into a pinhole camera each have a common center of projection. An optional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes. ISPM preserves the accurate and physically-based nature of photon mapping, supports arbitrary BSDFs, and captures both high- and low-frequency illumination effects such as caustics and diffuse color interreflection. An implementation on a consumer GPU and 8-core CPU renders highquality global illumination at up to 26 Hz at HD (1920x1080) resolution, for complex scenes containing moving objects and lights.
%@ 978-1-60558-603-8
@inproceedings{McGuire:Luebke:2009,
abstract = {We describe an extension to photon mapping that recasts the most expensive steps of the algorithm -- the initial and final photon bounces -- as image-space operations amenable to GPU acceleration. This enables global illumination for real-time applications as well as accelerating it for offline rendering. Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a k-d tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a filter kernel based on the a priori probability density of each photon path. These two steps exploit the fact that initial path segments from point lights and final ones into a pinhole camera each have a common center of projection. An optional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes. ISPM preserves the accurate and physically-based nature of photon mapping, supports arbitrary BSDFs, and captures both high- and low-frequency illumination effects such as caustics and diffuse color interreflection. An implementation on a consumer GPU and 8-core CPU renders highquality global illumination at up to 26 Hz at HD (1920x1080) resolution, for complex scenes containing moving objects and lights.},
acmid = {1572783},
added-at = {2015-10-11T19:24:08.000+0200},
address = {New York, NY, USA},
author = {McGuire, Morgan and Luebke, David},
biburl = {https://www.bibsonomy.org/bibtex/260395bed256741b62199bf67d8a21f6f/ledood},
booktitle = {Proceedings of the Conference on High Performance Graphics 2009},
description = {Hardware-accelerated global illumination by image space photon mapping},
doi = {10.1145/1572769.1572783},
interhash = {9b4f9b6b25d190f976c5c71c53474916},
intrahash = {60395bed256741b62199bf67d8a21f6f},
isbn = {978-1-60558-603-8},
keywords = {indirect_lighting photon_mapping screenspace},
location = {New Orleans, Louisiana},
numpages = {13},
pages = {77--89},
publisher = {ACM},
series = {HPG '09},
timestamp = {2016-04-29T15:45:41.000+0200},
title = {Hardware-accelerated Global Illumination by Image Space Photon Mapping},
year = 2009
}