Virtual Blue Noise Lighting

dc.contributor.authorLi, Tianyuen_US
dc.contributor.authorWang, Wenyouen_US
dc.contributor.authorLin, Daqien_US
dc.contributor.authorYuksel, Cemen_US
dc.contributor.editorJosef Spjuten_US
dc.contributor.editorMarc Stammingeren_US
dc.contributor.editorVictor Zordanen_US
dc.date.accessioned2023-01-23T10:23:42Z
dc.date.available2023-01-23T10:23:42Z
dc.date.issued2022
dc.description.abstractWe introduce virtual blue noise lighting, a rendering pipeline for estimating indirect illumination with a blue noise distribution of virtual lights. Our pipeline is designed for virtual lights with non-uniform emission profiles that are more expensive to store, but required for properly and efficiently handling specular transport. Unlike the typical virtual light placement approaches that traverse light paths from the original light sources, we generate them starting from the camera. This avoids two important problems: wasted memory and computation with fully-occluded virtual lights, and excessive virtual light density around high-probability light paths. In addition, we introduce a parallel and adaptive sample elimination strategy to achieve a blue noise distribution of virtual lights with varying density. This addresses the third problem of virtual light placement by ensuring that they are not placed too close to each other, providing better coverage of the (indirectly) visible surfaces and further improving the quality of the final lighting estimation. For computing the virtual light emission profiles, we present a photon splitting technique that allows efficiently using a large number of photons, as it does not require storing them. During lighting estimation, our method allows using both global power-based and local BSDF important sampling techniques, combined via multiple importance sampling. In addition, we present an adaptive path extension method that avoids sampling nearby virtual lights for reducing the estimation error. We show that our method significantly outperforms path tracing and prior work in virtual lights in terms of both performance and image quality, producing a fast but biased estimate of global illumination.en_US
dc.description.number3
dc.description.sectionheadersSampling and Filtering
dc.description.seriesinformationProceedings of the ACM on Computer Graphics and Interactive Techniques
dc.description.volume5
dc.identifier.doi10.1145/3543872
dc.identifier.issn2577-6193
dc.identifier.urihttps://doi.org/10.1145/3543872
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3543872
dc.publisherACM Association for Computing Machineryen_US
dc.subjectCCS Concepts: Computing methodologies -> Ray tracing Additional Key Words and Phrases: Virtual lights, virtual point lights, virtual spherical lights, many lights, instant radiosity, global illumination, light sampling, blue noise sampling, sample elimination
dc.subjectComputing methodologies
dc.subjectRay tracing Additional Key Words and Phrases
dc.subjectVirtual lights
dc.subjectvirtual point lights
dc.subjectvirtual spherical lights
dc.subjectmany lights
dc.subjectinstant radiosity
dc.subjectglobal illumination
dc.subjectlight sampling
dc.subjectblue noise sampling
dc.subjectsample elimination
dc.titleVirtual Blue Noise Lightingen_US
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