pascal gautron
pascal gautron
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SIGGRAPH 2022 - Advances in Spatial Hashing
SIGGRAPH 2022 - Advances in Spatial Hashing: A Pragmatic Approach towards Robust, Real-time Light Transport Simulation
Abstract:
Spatial hashing is a battle-tested technique for efficiently storing sparse spatial data. Originally designed to optimize secondary light bounces in path tracing, it has been extended for real-time ambient occlusion and diffuse environment lighting. We complement spatial hashing by introducing support for view-dependent effects using world-space temporal filtering. Optimizing the hash key generation, we improve performance using a much better cache coherence and aliasing reduction. Finally, we enhance the sampling quality using methods including visibility-aware environment sampling.
dl.acm.org/doi/abs/10.1145/3532836.3536239
Переглядів: 3 016

Відео

Les Cowboys Fringants - Les Étoiles Filantes - Live in Lyon 2/18/2022
Переглядів 1,9 тис.2 роки тому
Texte et musique copyright Les Cowboys Fringants
GPU Pro 3: Z3 Culling
Переглядів 704 роки тому
GPU Pro 3: Z3 Culling
SIGGRAPH 2014: Path-Space Similarity Determined by Fourier Histogram Descriptors
Переглядів 334 роки тому
SIGGRAPH 2014: Path-Space Similarity Determined by Fourier Histogram Descriptors
Pacific Graphics 2013: Boundary Aware Extinction Mapping
Переглядів 404 роки тому
Find the paper here: jmarvie.free.fr/Publis/2013_PG/boundaryAwareExtinctionMapping.pdf
SIGGRAPH 2020: Real-Time Ray-Traced Ambient Occlusion of Complex Scenes using Spatial Hashing
Переглядів 3,2 тис.4 роки тому
Ambient occlusion is often approximated in real-time using screen-space techniques, leading to visible artifacts. Raytracing provides a unique way to increase the rendering fidelity by accurately sampling the distance to the surrounding objects, but it introduces sampling noise.We propose a real-time ray-traced ambient occlusion technique in which noise is filtered in world space. Using extende...
Image-Based Modeling of the Human Eye
Переглядів 2038 років тому
Accompanying video from G. François, P. Gautron, G. Breton, K. Bouatouch Image-Based Modeling of the Human Eye IEEE Transactions of Visualization and Computer Graphics, September 2009

КОМЕНТАРІ

  • @MrHallajs
    @MrHallajs 2 роки тому

    This is really cool! Amazing work Pascal Gautron and everyone else involved! The framerate seems to stutter while the camera is moving, or is this just caused by how the video itself has been processed? It would be nice to see the current frame times as well as the average framerate.

    • @gautronp
      @gautronp 2 роки тому

      Thanks! The stutter is indeed only in the video, I'll capture and post some others with more stats

  • @leloctai
    @leloctai 2 роки тому

    Have you compared the cdf inversion method here with the mipmap descent method used in RTXDI? Is it better to treat the environment map as a 1D array for generating the CDF, or to separate it into 2 CDFs like in the pbrt book? How does the environment map masking method here compared to RESTIR, which also steer rays toward good sample over time?

    • @nielsbishere
      @nielsbishere 2 роки тому

      Not the author but I tried the 1D array cdf way and realized it's extremely inefficient. A 2D cdf allows you to have a more optimal cache efficiency because the 1st cdf to traverse fits perfectly into cache (normally). This means that for a 1024x1024 image you'll only have to do 10 suboptimal steps where you have cache misses instead of 20. Ideally you'd reorder the 2nd cdf too so the first values visited the most are near each other in memory so visiting them doesn't cause cache misses.

    • @leloctai
      @leloctai 2 роки тому

      @@nielsbishere I had that suspicion. Thanks for confirming!

    • @nielsbishere
      @nielsbishere 2 роки тому

      @@leloctai no problemo 👌

    • @gautronp
      @gautronp 2 роки тому

      I didn't try the 2D CDF yet, but it's definitely worth giving it a shot. What drove that approach compared to other ray guiding techniques is a search for consistency: obtaining a relatively high quality PDF per pixel or so requires a relatively high number of rays. Otherwise the reconstructed PDF is itself too noisy itself to be of any help in the sampling :) Using a single distribution is a way of being pretty sure all the features of the environment map necessary to render the image are captured, so the rendered image is consistent over time. This typically avoid an overlooked light source to suddenly contribute to the image, giving the impression somebody just switched it on during navigation. One of the applications of this work is for design review, where the lighting consistency has a very high importance.

    • @leloctai
      @leloctai 2 роки тому

      @@gautronp Sound great! Thanks!

  • @DeusExAstra
    @DeusExAstra 2 роки тому

    very nice

  • @aloorinithin5099
    @aloorinithin5099 3 роки тому

    wow ! good info.

  • @yifanli675
    @yifanli675 5 років тому

    great work