SlideShare a Scribd company logo
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

More Related Content

PDF
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
PPTX
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
PPTX
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
PDF
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
PPT
A Bit More Deferred Cry Engine3
PPTX
Calibrating Lighting and Materials in Far Cry 3
PPTX
A Real-time Radiosity Architecture
PPTX
Physically Based and Unified Volumetric Rendering in Frostbite
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
A Bit More Deferred Cry Engine3
Calibrating Lighting and Materials in Far Cry 3
A Real-time Radiosity Architecture
Physically Based and Unified Volumetric Rendering in Frostbite

What's hot (20)

PDF
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
PDF
spherical-harmonic-lighting
PPTX
Hable John Uncharted2 Hdr Lighting
PPT
Light prepass
PPTX
Stochastic Screen-Space Reflections
PPTX
Rendering Technologies from Crysis 3 (GDC 2013)
PPTX
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
PDF
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
PPT
The Unique Lighting of Mirror's Edge
PDF
Lighting of Killzone: Shadow Fall
PPT
Paris Master Class 2011 - 07 Dynamic Global Illumination
PPTX
Past, Present and Future Challenges of Global Illumination in Games
PDF
Introduction to Point Based Global Illumination (PBGI)
PPT
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
PPT
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
PPTX
mssao presentation
PDF
Dissecting the Rendering of The Surge
PDF
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
PPTX
Terrain in Battlefield 3: A Modern, Complete and Scalable System
PPTX
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...
spherical-harmonic-lighting
Hable John Uncharted2 Hdr Lighting
Light prepass
Stochastic Screen-Space Reflections
Rendering Technologies from Crysis 3 (GDC 2013)
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Unique Lighting of Mirror's Edge
Lighting of Killzone: Shadow Fall
Paris Master Class 2011 - 07 Dynamic Global Illumination
Past, Present and Future Challenges of Global Illumination in Games
Introduction to Point Based Global Illumination (PBGI)
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
mssao presentation
Dissecting the Rendering of The Surge
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
Terrain in Battlefield 3: A Modern, Complete and Scalable System
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Ad

Viewers also liked (10)

PDF
Sampling strategies for Sequential Monte Carlo (SMC) methods
PPTX
Illumination Model
PPTX
Gesture recognition technology
PDF
PRML Reading Chapter 11 - Sampling Method
PDF
Final Presentation
PPTX
Polygon mesh
PPT
Illumination model
PDF
Slit lamp biomicroscope
PPT
Retinoscopy and its principles
PPT
Slit Lamp Illumination Techniques
Sampling strategies for Sequential Monte Carlo (SMC) methods
Illumination Model
Gesture recognition technology
PRML Reading Chapter 11 - Sampling Method
Final Presentation
Polygon mesh
Illumination model
Slit lamp biomicroscope
Retinoscopy and its principles
Slit Lamp Illumination Techniques
Ad

Similar to Voxel based global-illumination (20)

PDF
PhD defense talk (portfolio of my expertise)
PDF
Software Defined Visualization (SDVis): Get the Most Out of ParaView* with OS...
PPTX
Mobile Graphics (part2)
PPTX
A Survey of Compressed GPU-based Direct Volume Rendering
PDF
Realtime 3D Visualization without GPU
PPTX
2015 crs4-seminar-massive-models-full
PPTX
GanEtAl14.pptx
PDF
Volumetric Lighting for Many Lights in Lords of the Fallen
PPTX
TARDEC Presentation 2
PDF
Computer Graphics Part1
PDF
FLUKA Raytracer 04/09
 
PDF
Nicolae_Denut_Theses
PPTX
Rendering Algorithms.pptx
PPT
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
PPTX
visualization-hardware-display-device.pptx
PDF
Conception_et_realisation_dun_site_Web_d.pdf
PPT
PDF
Module 1 Chapter1_Computer vision VTU_syllabus.pdf
PDF
HiPEAC 2019 Workshop - Use Cases
PhD defense talk (portfolio of my expertise)
Software Defined Visualization (SDVis): Get the Most Out of ParaView* with OS...
Mobile Graphics (part2)
A Survey of Compressed GPU-based Direct Volume Rendering
Realtime 3D Visualization without GPU
2015 crs4-seminar-massive-models-full
GanEtAl14.pptx
Volumetric Lighting for Many Lights in Lords of the Fallen
TARDEC Presentation 2
Computer Graphics Part1
FLUKA Raytracer 04/09
 
Nicolae_Denut_Theses
Rendering Algorithms.pptx
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
visualization-hardware-display-device.pptx
Conception_et_realisation_dun_site_Web_d.pdf
Module 1 Chapter1_Computer vision VTU_syllabus.pdf
HiPEAC 2019 Workshop - Use Cases

Recently uploaded (20)

PDF
The Rise and Fall of 3GPP – Time for a Sabbatical?
PDF
KodekX | Application Modernization Development
PPTX
Detection-First SIEM: Rule Types, Dashboards, and Threat-Informed Strategy
PDF
Per capita expenditure prediction using model stacking based on satellite ima...
PPTX
PA Analog/Digital System: The Backbone of Modern Surveillance and Communication
PPTX
MYSQL Presentation for SQL database connectivity
PPTX
20250228 LYD VKU AI Blended-Learning.pptx
PDF
NewMind AI Weekly Chronicles - August'25 Week I
PDF
Build a system with the filesystem maintained by OSTree @ COSCUP 2025
PDF
Unlocking AI with Model Context Protocol (MCP)
PPTX
Understanding_Digital_Forensics_Presentation.pptx
PPTX
Big Data Technologies - Introduction.pptx
PDF
Bridging biosciences and deep learning for revolutionary discoveries: a compr...
PDF
Encapsulation theory and applications.pdf
PDF
cuic standard and advanced reporting.pdf
PDF
Diabetes mellitus diagnosis method based random forest with bat algorithm
PDF
Building Integrated photovoltaic BIPV_UPV.pdf
PDF
TokAI - TikTok AI Agent : The First AI Application That Analyzes 10,000+ Vira...
PDF
Empathic Computing: Creating Shared Understanding
PDF
Spectral efficient network and resource selection model in 5G networks
The Rise and Fall of 3GPP – Time for a Sabbatical?
KodekX | Application Modernization Development
Detection-First SIEM: Rule Types, Dashboards, and Threat-Informed Strategy
Per capita expenditure prediction using model stacking based on satellite ima...
PA Analog/Digital System: The Backbone of Modern Surveillance and Communication
MYSQL Presentation for SQL database connectivity
20250228 LYD VKU AI Blended-Learning.pptx
NewMind AI Weekly Chronicles - August'25 Week I
Build a system with the filesystem maintained by OSTree @ COSCUP 2025
Unlocking AI with Model Context Protocol (MCP)
Understanding_Digital_Forensics_Presentation.pptx
Big Data Technologies - Introduction.pptx
Bridging biosciences and deep learning for revolutionary discoveries: a compr...
Encapsulation theory and applications.pdf
cuic standard and advanced reporting.pdf
Diabetes mellitus diagnosis method based random forest with bat algorithm
Building Integrated photovoltaic BIPV_UPV.pdf
TokAI - TikTok AI Agent : The First AI Application That Analyzes 10,000+ Vira...
Empathic Computing: Creating Shared Understanding
Spectral efficient network and resource selection model in 5G networks

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