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GPU Pro 360 Guide to Lighting PDF

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GPU Pro 360 Guide to Lighting GPU Pro 360 Guide to Lighting Edited by Wolfgang Engel CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 ⃝c 2019 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed on acid-free paper International Standard Book Number-13: 978-0-8153-8553-0 (Hardback) 978-0-8153-8552-3 (paperback) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, micro�lming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-pro�t organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identi�cation and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Engel, Wolfgang F., editor. Title: GPU pro 360 guide to lighting / [edited by] Wolfgang Engel. Description: First edition. j Boca Raton, FL : CRC Press/Taylor & Francis Group, 2018. j Includes bibliographical references and index. Identi�ers: LCCN 2018020475j ISBN 9780815385523 (pbk. : acid-free paper) j ISBN 9780815385530 (hardback : acid-free paper) Subjects: LCSH: Computer graphics. j Graphics processing units--Programming. j Light--Computer simulation. Classi�cation: LCC T385 .G68884 2018 j DDC 006.6--dc23 LC record available at https://lccn.loc.gov/2018020475 Visit the eResources: www.crcpress.com/9780815385523 Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com Contents Introduction xiii Web Materials xix 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination 1 Chris Wyman, Greg Nichols, and Jeremy Shopf 1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 Quick Review: Instant Radiosity . . . . . . . . . . . . . . . . . 2 1.3 Quick Review: Re�ective Shadow Maps . . . . . . . . . . . . . 3 1.4 Multiresolution Splatting . . . . . . . . . . . . . . . . . . . . . 4 1.5 Fast Stencil-Based Multiresolution Splatting . . . . . . . . . . 8 1.6 Results and Analysis . . . . . . . . . . . . . . . . . . . . . . . 12 1.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 1.8 Demo and Source . . . . . . . . . . . . . . . . . . . . . . . . . 14 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 2 Screen-Space Directional Occlusion 17 Thorsten Grosch and Tobias Ritschel 2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 2.2 Screen-Space Ambient Occlusion . . . . . . . . . . . . . . . . . 18 2.3 Screen-Space Directional Occlusion . . . . . . . . . . . . . . . 20 2.4 Interleaved Sampling . . . . . . . . . . . . . . . . . . . . . . . 29 2.5 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 2.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 3 Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors 33 P�eter Dancsik and L�aszlo� Sz�ecsi 3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 3.2 Geometry Impostors . . . . . . . . . . . . . . . . . . . . . . . 34 3.3 Intersection Computation with an Environment Distance Impostor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 v vi Contents 3.4 Ray-Object Intersection Using Distance Impostors . . . . . . . 38 3.5 Ray-Object Intersection Using Height Maps . . . . . . . . . . 38 3.6 Tracing Multiple Refractions within a Single Object . . . . . . 40 3.7 Multiple Ray Bounces with Object Impostors Only . . . . . . 40 3.8 Multiple Ray Bounces with Environment Distance Impostors Only . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 3.9 Combination of Environment and Object Impostors . . . . . . 41 3.10 Caustics and Shadows . . . . . . . . . . . . . . . . . . . . . . 42 3.11 Example Application: Glass Chess . . . . . . . . . . . . . . . 43 3.12 Example Application: Alien Pool . . . . . . . . . . . . . . . . 44 3.13 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 4 Temporal Screen-Space Ambient Occlusion 47 Oliver Mattausch, Daniel Scherzer, and Michael Wimmer 4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 4.2 Ambient Occlusion . . . . . . . . . . . . . . . . . . . . . . . . 48 4.3 Reverse Reprojection . . . . . . . . . . . . . . . . . . . . . . . 50 4.4 Our Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 4.5 SSAO Implementation . . . . . . . . . . . . . . . . . . . . . . 58 4.6 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 4.7 Discussion and Limitations . . . . . . . . . . . . . . . . . . . . 64 4.8 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping 67 Ralf Habel, Anders Nilsson, and Michael Wimmer 5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 5.2 Calculating Directional Irradiance . . . . . . . . . . . . . . . . 68 5.3 H-Basis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 5.4 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 73 5.5 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 5.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 5.7 Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase . . . . . . . . . . . . . . . . . . . . . . 81 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 6 Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing 83 Holger Gruen 6.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 6.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Contents vii 6.3 Phase 1: Computing Indirect Illumination without Indirect Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 6.4 Phase 2: Constructing a 3D Grid of Blockers . . . . . . . . . . 89 6.5 Phase 3: Computing the Blocked Portion of Indirect Light . . 92 6.6 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 7 Real-Time Approximation of Light Transport in Translucent Homogenous Media 97 Colin Barr�e-Brisebois and Marc Bouchard 7.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 7.2 In Search of Translucency . . . . . . . . . . . . . . . . . . . . 98 7.3 The Technique: The Way out Is Through . . . . . . . . . . . . 99 7.4 Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 7.5 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 7.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 7.7 Demo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 7.8 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . 107 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 8 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes 109 Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher 8.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 8.2 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 8.3 Algorithm Detail Description . . . . . . . . . . . . . . . . . . . 111 8.4 Injection Stage . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 8.5 Optimizations . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 8.6 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 8.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 8.8 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . 127 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 9 Ray-Traced Approximate Re�ections Using a Grid of Oriented Splats 129 Holger Gruen 9.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 9.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 9.3 The Basic Algorithm . . . . . . . . . . . . . . . . . . . . . . . 130 9.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 9.5 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 viii Contents 10 Screen-Space Bent Cones: A Practical Approach 139 Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel 10.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 10.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 10.3 Ambient Occlusion . . . . . . . . . . . . . . . . . . . . . . . . 140 10.4 Our Technique . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 10.5 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 147 10.6 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 10.7 Discussion and Conclusion . . . . . . . . . . . . . . . . . . . . 153 10.8 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . 154 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 11 Physically Based Area Lights 157 Michal Drobot 11.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 11.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 11.3 Area Lighting Model . . . . . . . . . . . . . . . . . . . . . . . 160 11.4 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 181 11.5 Results Discussion . . . . . . . . . . . . . . . . . . . . . . . . . 183 11.6 Further Research . . . . . . . . . . . . . . . . . . . . . . . . . 186 11.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189 12 High Performance Outdoor Light Scattering Using Epipolar Sampling 191 Egor Yusov 12.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 12.2 Previous Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 12.3 Algorithm Overview . . . . . . . . . . . . . . . . . . . . . . . . 193 12.4 Light Transport Theory . . . . . . . . . . . . . . . . . . . . . . 193 12.5 Computing Scattering Integral . . . . . . . . . . . . . . . . . . 196 12.6 Epipolar Sampling . . . . . . . . . . . . . . . . . . . . . . . . 198 12.7 1D Min/Max Binary Tree Optimization . . . . . . . . . . . . . 200 12.8 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 203 12.9 Results and Discussion . . . . . . . . . . . . . . . . . . . . . . 209 12.10 Conclusion and Future Work . . . . . . . . . . . . . . . . . . . 214 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 13 Hi-Z Screen-Space Cone-Traced Re�ections 217 Yasin Uludag 13.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217 13.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218 13.3 Previous Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 Contents ix 13.4 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 13.5 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 240 13.6 Extensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247 13.7 Optimizations . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 13.8 Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255 13.9 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256 13.10 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256 13.11 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 13.12 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . 258 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 14 TressFX: Advanced Real-Time Hair Rendering 261 Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix 14.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261 14.2 Geometry Expansion . . . . . . . . . . . . . . . . . . . . . . . 262 14.3 Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264 14.4 Shadows and Approximated Hair Self-Shadowing . . . . . . . 266 14.5 Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268 14.6 Transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 14.7 Integration Speci�cs . . . . . . . . . . . . . . . . . . . . . . . . 272 14.8 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276 15 Wire Antialiasing 279 Emil Persson 15.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279 15.2 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280 15.3 Conclusion and Future Work . . . . . . . . . . . . . . . . . . . 285 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285 16 Real-Time Lighting via Light Linked List 287 Abdul Bezrati 16.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 16.2 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 16.3 Populating the Light Linked List . . . . . . . . . . . . . . . . 290 16.4 Accessing the Light Linked List . . . . . . . . . . . . . . . . . 294 16.5 Reduced Resolution . . . . . . . . . . . . . . . . . . . . . . . . 295 16.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297

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