GPU-accelerated precomputed discrete visibility fields for real-time ray-traced dynamic scenes under environment lighting

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2024-1
Günay, Beril
Environment lighting plays a crucial role in enhancing the realism of rendered images. Environment light sources are distributed over a sphere or hemisphere, and the rendering process consists of tracing multiple rays per pixel. This process is computationally expensive, therefore achieving real-time results is challenging. Many studies focus on visibility function to reduce the number of traced rays, often achieved through precomputation methods. This study improves upon a CPU-based visibility precomputation method designed for rendering solely static scenes. CPU-based precomputation method is presented in detail, it is implemented, and illustrations for each step are provided. Then, a GPU-based precomputation solution that supports rendering of dynamic scenes is introduced. The solution is implemented with multiple compute shaders. To demonstrate the capability of dynamic scene rendering, a proof-of-concept CPU animation technique is employed. Static scene rendering performance is evaluated by replicating the tests performed in the CPU-based precomputation method, and improvements are demonstrated with higher rendering speed and more accurate results. Furthermore, additional tests are conducted to assess the dynamic scene rendering performance. Successful results suggest promising avenues for future studies involving GPU animation.
Citation Formats
B. Günay, “GPU-accelerated precomputed discrete visibility fields for real-time ray-traced dynamic scenes under environment lighting,” M.S. - Master of Science, Middle East Technical University, 2024.