Parallel Distributed, GPU-Accelerated, Advanced Lighting Calculations
Parallel Distributed, GPU-Accelerated, Advanced Lighting Calculations
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Related Work
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Distributed Volumetric Illumination
• Background
• Emitted Radiance
• In-scattered Radiance
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Approximating In-scattered Radiance
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Approximation using Level sets
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Clipmaps
• Octree
• Size scaling in clipmaps
• Speed of clipmaps
• Databrick processing
• Data Transfer between nodes
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Pre-Filtered Classification
• Opacity value at any given distance based on the level set calculation
• S – the scalar value in the field, alpha the opacity value
• Scalar values cannot be stored during the duration of rendering
• Change in the Transfer function once opacity is calculated is a
challenge - A
• Approximating the scalar distribution as a gaussian for each voxel
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Implementation
• Mean and deviation are calculated at each level set and distributed.
• Clipmap stored inside a 3D Texture, LoDs stacked on z-axis.
• Down sampling the original data brick to save on GPU memory.
Lighting Calculation
• Image space VCT : Cones Traced at each sampling point on the
viewing ray
• Object space VCT : Precomputed cones stored in light volume for each
voxel. Lower visual quality.
• As a compromise : first few levels in the cone are sampled similar to
image space, rest blended with stored in light volume.
• Light volumes are usually lower resolution than the base datagrid.
• Adaptive sampling along the Voxel cone Ray.
Surface shading : Blinn-Phong
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Results and Discussion
Supernova Dataset
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Boussinesq flow Dataset – 4096 cubed
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Supernova Dataset
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Comparative Results
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Performance Evaluation – Strong scaling
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Performance Evaluation – Weak scaling
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Performance Evaluation – pre processing time
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Performance Evaluation – Transfer Function
Modification
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Thank You
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