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dc.contributor.authorFreire, Pedro da Silva
dc.contributor.authorPereira, João Madeiras
dc.contributor.editorSkala, Václav
dc.date.accessioned2024-08-01T18:47:29Z-
dc.date.available2024-08-01T18:47:29Z-
dc.date.issued2024
dc.identifier.citationWSCG 2024: full papers proceedings: 32. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 403-406.en
dc.identifier.issn2464–4625 (online)
dc.identifier.issn2464–4617 (print)
dc.identifier.urihttp://hdl.handle.net/11025/57416
dc.description.sponsorshipThe work reported in this article was partially supported under the auspices of the UNESCO Chair on AI & VR by national funds through Funda¸c˜ao para a Ciˆencia e a Tecnologia with references DOI:10.54499/ UIDB/- 50021/2020, DOI:10.54499/DL57/2016/CP1368/CT0002 and 2022.09212.PTDC (XAVIER project). The work was also carried on under DL 60/2018, 3-08 – I&D activity at INESC -ID, project PEST 2020 -GI ( graphics & interaction (UIDB/50021/2020).en
dc.format4 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencyen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectsledování paprskůcs
dc.subjectohraničující objemové hierarchiecs
dc.subjectVulkancs
dc.subjectosvětlenícs
dc.subjecturychlovací strukturycs
dc.subjectvzorkování důležitostics
dc.titleDynamic Many-Light Importance Sampling for Real-Time Ray Tracingen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedOne of the main performance-heavy areas in raytracing is light sampling. Light sampling is solved in a process called next-event estimation(NEE), where light samples are taken at each ray intersection. Since real-time rendering is an objective, instead of sampling all the luminaries, just a set of lights deemed more important are sampled by using a technique called Monte Carlo Importance Sampling. Aiming further acceleration, some importance sampling based approaches build hierarchical data structures over all light sources, which results in high maintenance costs for dynamic scenes. This paper describes a two-level light bounding volume hierarchy (BVH) of mesh-based lights to accelerate light sampling while minimising the quality loss in dynamic scenes common in similar algorithms. Its main advantage is the ability to have dynamic lights without losing excessive accuracy or performance to maintenance operations. Our approach was developed as an extension to the Mogwai’s PathTracer application from NVIDIA. The algorithm rebuilds the top-level structure in the CPU allowing it to retain its accuracy and refits only the bottom level structures in need of updating on the GPU. The CPU rebuild is a relatively costly operation, to avoid excessive performance loss it is done asynchronously only being used in the next frame. We tested several quality metrics as well as frame times, our implementation achieved an up to 36% increase in MSE and 6% in SSIM with an average of 7% slowdown when compared with the single-level BVH.en
dc.subject.translatedray tracingen
dc.subject.translatedbounding volume hierarchiesen
dc.subject.translatedVulkanen
dc.subject.translatedilluminationen
dc.subject.translatedacceleration structuresen
dc.subject.translatedimportance samplingen
dc.identifier.doihttps://doi.org/10.24132/10.24132/CSRN.3401.45
dc.type.statusPeer revieweden
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