Fast Approximate Visibility on the GPU using precomputed 4D Visibility Fields
Date issued
2010
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
We present a novel GPU-based method for accelerating the visibility function computation of the lighting
equation in dynamic scenes composed of rigid objects. The method pre-computes, for each object in the scene,
the visibility and normal information, as seen from the environment, onto the bounding sphere surrounding the
object and encodes it into maps. The visibility function is encoded by a four-dimensional visibility field that
describes the distance of the object in each direction for all positional samples on a sphere around the object. In
addition, the normal vectors of each object are computed and stored in corresponding fields for the same
positional samples for use in the computation of reflection in ray-tracing. Thus we are able to speed up the
calculation of most algorithms that trace rays to real-time frame rates. The pre-computation time of our method
is relatively small. The space requirements amount to 1 byte per ray direction for the computation of ambient
occlusion and soft shadows and 4 bytes per ray direction for the computation of reflection in ray-tracing. We
present the acceleration results of our method and show its application to two different intersection intensive
domains, ambient occlusion computation and stochastic ray tracing on the GPU.
Description
Subject(s)
nepřímé osvětlení, předem vypočítaná viditelnost, rovnoměrné rozdělení, polokoule, sledování paprsku
Citation
WSCG 2010: Communication Papers Proceedings: 18th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS, p. 131-138.