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dc.contributor.authorMoreau, Pierreen_US
dc.contributor.authorPharr, Matten_US
dc.contributor.authorClarberg, Petriken_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:52:28Z
dc.date.available2019-07-11T06:52:28Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-092-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20191191
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20191191
dc.description.abstractMonte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources-lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterizationbased techniques that do not scale to many lights or work well with area lights. Current GPUs only afford the capability of tracing a few rays per pixel at real-time frame rates, making it necessary to focus sampling on important light sources. While state-of-the-art algorithms for offline rendering build hierarchical data structures over the light sources that enable sampling them according to their importance, they lack efficient support for dynamic scenes. We present a new algorithm for maintaining hierarchical light sampling data structures targeting real-time rendering. Our approach is based on a two-level BVH hierarchy that reduces the cost of partial hierarchy updates. Performance is further improved by updating lower-level BVHs via refitting, maintaining their original topology. We show that this approach can give error within 6% of recreating the entire hierarchy from scratch at each frame, while being two orders of magnitude faster, requiring less than 1 ms per frame for hierarchy updates for a scene with thousands of moving light sources on a modern GPU. Further, we show that with spatiotemporal filtering, our approach allows complex scenes with thousands of lights to be rendered with ray-traced shadows in 16.1 ms per frame.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.titleDynamic Many-Light Sampling for Real-Time Ray Tracingen_US
dc.description.seriesinformationHigh-Performance Graphics - Short Papers
dc.description.sectionheadersDoing More With Each Ray
dc.identifier.doi10.2312/hpg.20191191
dc.identifier.pages21-26


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