skip to main content
research-article

Real-time Approximation of Photometric Polygonal Lights

Published:04 May 2020Publication History
Skip Abstract Section

Abstract

We present a real-time rendering technique for photometric polygonal lights. Our method uses a numerical integration technique based on a triangulation to calculate noise-free diffuse shading. We include a dynamic point in the triangulation that provides a continuous near-field illumination resembling the shape of the light emitter and its characteristics. We evaluate the accuracy of our approach with a diverse selection of photometric measurement data sets in a comprehensive benchmark framework. Furthermore, we provide an extension for specular reflection on surfaces with arbitrary roughness that facilitates the use of existing real-time shading techniques. Our technique is easy to integrate into real-time rendering systems and extends the range of possible applications with photometric area lights.

Skip Supplemental Material Section

Supplemental Material

References

  1. James Arvo. 1995. Applications of Irradiance Tensors to the Simulation of non-Lambertian Phenomena. In Proceedings of the 22Nd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '95). ACM, New York, NY, USA, 335--342.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. I. Ashdown. 1993. Near-Field Photometry: A New Approach. Journal of the Illuminating Engineering Society 22, 1 (1993), 163--180.Google ScholarGoogle ScholarCross RefCross Ref
  3. Ian Ashdown. 1995. Near-Field Photometry: Measuring and Modeling Complex 3-D Light Sources. In SIGGRAPH 1995.Google ScholarGoogle Scholar
  4. I. Ashdown, L. Bedocs, W. Carroll, J. Boer, P. Dehoff, Michael Donn, H. Erhorn, L. Escaffre, Marc Fontoynont, and Phillip Greenup. 2006. CIE 171:2006 Test Cases to Assess the Accuracy of Lighting Computer Programs.Google ScholarGoogle Scholar
  5. Ian Ashdown and Ron Rykowski. 1998. Making Near-Field Photometry Practical. Journal of the Illuminating Engineering Society 27, 1 (1998), 67--79.Google ScholarGoogle ScholarCross RefCross Ref
  6. Daniel R. Baum, Holly. E. Rushmeier, and James M. Winget. 1989. Improving Radiosity Solutions Through the Use of Analytically Determined Form-Factors. In Proceedings of the 16th annual conference on Computer graphics and interactive techniques. ACM, New York, USA, 325--334.Google ScholarGoogle Scholar
  7. Nikolaus Binder, Sascha Fricke, and Alexander Keller. 2019. Massively Parallel Path Space Filtering. CoRR abs/1902.05942 (2019). arXiv:1902.05942Google ScholarGoogle Scholar
  8. David Burke, Abhijeet Ghosh, and Wolfgang Heidrich. 2005. Bidirectional Importance Sampling for Direct Illumination. In Proceedings of the Sixteenth Eurographics Conference on Rendering Techniques (EGSR '05). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 147--156.Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Moller, and Henrik Wann Jensen. 2005. Wavelet Importance Sampling: Efficiently Evaluating Products of Complex Functions. ACM Trans. Graph. 24, 3 (July 2005), 1166--1175.Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Robert L. Cook, Thomas Porter, and Loren Carpenter. 1984. Distributed Ray Tracing. SIGGRAPH Comput. Graph. 18, 3 (Jan. 1984), 137--145.Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Carsten Dachsbacher, Jaroslav Křivanek, Miloš Hašan, Adam Arbree, Bruce Walter, and Jan Novak. 2014. Scalable Realistic Rendering with Many-Light Methods. Comput. Graph. Forum 33, 1 (Feb. 2014), 88--104.Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. David L DiLaura, Kevin W Houser, Richard G Mistrick, and Gary R Steffy. 2011. The Lighting Handbook: Reference and Application. Illuminating Engineering Society of North America New York (NY).Google ScholarGoogle Scholar
  13. Pierre Yves Donzallaz. 2019. Create High-Quality Light Fixtures in Unity. Technical Report. Unity Technologies.Google ScholarGoogle Scholar
  14. Michal Drobot. 2014. GPU Pro 5. A K Peters/CRC Press, Chapter Physically Based Area Lights, 67--100.Google ScholarGoogle Scholar
  15. Alejandro Conty Estevez and Pascal Lecocq. 2018. Fast Product Importance Sampling of Environment Maps. In ACM SIGGRAPH 2018 Talks (SIGGRAPH '18). ACM, New York, NY, USA, Article 69, 2 pages.Google ScholarGoogle Scholar
  16. Willi Freeden, M. Zuhair Nashed, and Thomas Sonar (Eds.). 2015. Handbook of Geomathematics (2 ed.). Springer-Verlag, Berlin Heidelberg.Google ScholarGoogle Scholar
  17. Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, and Bennett Battaile. 1984. Modeling the Interaction of Light Between Diffuse Surfaces. SIGGRAPH Comput. Graph. 18, 3 (Jan. 1984), 213--222.Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Ibon Guillen, Carlos Urena, Alan King, Marcos Fajardo, Iliyan Georgiev, Jorge Lopez-Moreno, and Adrian Jarabo. 2017. Area-Preserving Parameterizations for Spherical Ellipses. Comput. Graph. Forum 36, 4 (July 2017), 179--187.Google ScholarGoogle Scholar
  19. Peter Hedman, Tero Karras, and Jaakko Lehtinen. 2016. Sequential Monte Carlo Instant Radiosity. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. ACM.Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Wolfgang Heidrich, Jan Kautz, Philipp Slusallek, and Hans-Peter Seidel. 1998. Canned Lightsources. In Rendering Techniques '98, George Drettakis and Nelson Max (Eds.). Springer Vienna, Vienna, 293--300.Google ScholarGoogle Scholar
  21. Eric Heitz, Jonathan Dupuy, Stephen Hill, and David Neubelt. 2016. Real-time Polygonal-light Shading with Linearly Transformed Cosines. ACM Trans. Graph. 35, 4, Article 41 (July 2016), 8 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Eric Heitz and Stephen Hill. 2017. GPU Zen: Advanced Rendering Techniques. Chapter Linear-light shading with linearly transformed cosine.Google ScholarGoogle Scholar
  23. Eric Heitz, Stephen Hill, and Morgan McGuire. 2018. Combining Analytic Direct Illumination and Stochastic Shadows. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 10. I3D 2018.Google ScholarGoogle Scholar
  24. James T. Kajiya. 1986. The Rendering Equation. In Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '86). ACM, New York, NY, USA, 143--150.Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Brian Karis. 2013. Real Shading in Unreal Engine 4. part of ACM SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice (2013).Google ScholarGoogle Scholar
  26. Alexander Keller. 1997. Instant Radiosity. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques (SIGGRAPH '97). ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, 49--56.Google ScholarGoogle Scholar
  27. Stefan Kniep, S. Haring, and Marcus Magnor. 2009. Efficient and Accurate Rendering of Complex Light Sources. Computer Graphics Forum 28 (08 2009), 1073. 1081.Google ScholarGoogle Scholar
  28. Katharina Krösl, Christian Luksch, Michael Schwärzler, and Michael Wimmer. 2017. LiteMaker: Interactive Luminaire Development using Progressive Photon Tracing and Multi-Resolution Upsampling. In Vision, Modeling & Visualization, Matthias Hullin, Reinhard Klein, Thomas Schultz, and Angela Yao (Eds.). The Eurographics Association, 1--8.Google ScholarGoogle Scholar
  29. S. Lagarde and C.D. Rousiers. 2014. Moving Frostbite to Physically Based Rendering. part of ACM SIGGRAPH2014 Course: Physically Based Shading in Theory and Practice (2014).Google ScholarGoogle Scholar
  30. Gilles Laurent, Cyril Delalandre, Grégoire de La Riviere, and Tamy Boubekeur. 2016. Forward Light Cuts: A Scalable Approach to Real-Time Global Illumination. Comput. Graph. Forum 35, 4 (July 2016), 79--88.Google ScholarGoogle Scholar
  31. Pascal Lecocq, Arthur Dufay, Gaël Sourimant, and Jean-Eudes Marvie. 2016. Accurate Analytic Approximations for Real-time Specular Area Lighting. In Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '16). ACM, New York, NY, USA, 113--120.Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Daqi Lin and Cem Yuksel. 2019. Real-Time Rendering with Lighting Grid Hierarchy. Proc. ACM Comput. Graph. Interact. Tech. (Proceedings of I3D 2019) 2, 1, Article 8 (2019), 17 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Christian Luksch, Robert F. Tobler, Ralf Habel, Michael Schwarzler, and Michael Wimmer. 2013. Fast Light-Map Computation with Virtual Polygon Lights. In Proceedings of ACM Symposium on Interactive 3D Graphics and Games 2013. ACM, New York, NY, USA, 87--94.Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Christian Luksch, Michael Wimmer, and Michael Schwarzler. 2019. Incrementally Baked Global Illumination. In Proceedings of the 33rd Symposium on Interactive 3D Graphics and Games (I3D '19), Ari Rapkin Blenkhorn (Ed.). ACM.Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Michael Mara, Morgan McGuire, Benedikt Bitterli, and Wojciech Jarosz. 2017. An Efficient Denoising Algorithm for Global Illumination. In Proceedings of High Performance Graphics. ACM, New York, NY, USA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Albert Mas, Ignacio Martin, and Gustavo Patow. 2008. Compression and Importance Sampling of Near-Field Light Sources. Computer Graphics Forum 27, 8 (2008), 2013--2027.Google ScholarGoogle ScholarCross RefCross Ref
  37. Morgan McGuire. 2010. Ambient Occlusion Volumes. In Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '10). ACM, New York, NY, USA, Article 12, 1 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson, and Tomas Akenine-Moller. 2016. Texture Space Caching and Reconstruction for Ray Tracing. ACM Trans. Graph. 35, 6, Article 249 (Nov. 2016), 13 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. Christoph Peters and Carsten Dachsbacher. 2019. Sampling Projected Spherical Caps in Real Time. Proc. ACM Comput. Graph. Interact. Tech. 2, 1, Article 1 (June 2019), 16 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Robert J. Renka. 1997. Algorithm 772: STRIPACK: Delaunay Triangulation and Voronoi Diagram on the Surface of a Sphere. ACM Trans. Math. Softw. 23, 3 (Sept. 1997), 416--434.Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Christoph Schied, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, and Marco Salvi. 2017. Spatiotemporal Variance-guided Filtering: Real-time Reconstruction for Path-traced Global Illumination. In Proceedings of High Performance Graphics (HPG '17). ACM, New York, NY, USA, Article 2, 12 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Peter Shirley, Changyaw Wang, and Kurt Zimmerman. 1996. Monte Carlo Techniques for Direct Lighting Calculations. ACM Trans. Graph. 15, 1 (Jan. 1996), 1--36.Google ScholarGoogle ScholarDigital LibraryDigital Library
  43. Carlos Ureña and Iliyan Georgiev. 2018. Stratified Sampling of Projected Spherical Caps. Comput. Graph. Forum 37 (2018), 13--20.Google ScholarGoogle ScholarCross RefCross Ref
  44. Carlos Ureña, Marcos Fajardo, and Alan King. 2013. An Area-Preserving Parametrization for Spherical Rectangles. Computer Graphics Forum (2013).Google ScholarGoogle Scholar
  45. Adriaan van Oosterom and Jan Strackee. 1983. The Solid Angle of a Plane Triangle. IEEE Transactions on Biomedical Engineering BME-30 (1983), 125--126.Google ScholarGoogle ScholarCross RefCross Ref
  46. Edgar Velázquez-Armendariz, Zhao Dong, Bruce Walter, and Donald P. Greenberg. 2015. Complex Luminaires: Illumination and Appearance Rendering. ACM Trans. Graph. 34, 3, Article 26 (May 2015), 15 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Channing Verbeck and Donald Greenberg. 1984. A Comprehensive Light-Source Description for Computer Graphics. IEEE Comput. Graph. Appl. 4, 7 (July 1984), 66--75.Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Lifeng Wang, Zhouchen Lin, Wenle Wang, and Kai Fu. 2008. One-Shot Approximate Local Shading. Technical Report. Tech. rep.Google ScholarGoogle Scholar
  49. Gregory J. Ward. 1994. The RADIANCE Lighting Simulation and Rendering System. In Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '94). ACM, New York, NY, USA, 459--472.Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. Zumtobel. 2019. Products - Zumtobel. https://www.zumtobel.com/com-en/products.html.Google ScholarGoogle Scholar

Index Terms

  1. Real-time Approximation of Photometric Polygonal Lights

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in

    Full Access

    • Published in

      cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
      Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 3, Issue 1
      Apr 2020
      161 pages
      EISSN:2577-6193
      DOI:10.1145/3395964
      Issue’s Table of Contents

      Copyright © 2020 ACM

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 4 May 2020
      Published in pacmcgit Volume 3, Issue 1

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article
      • Research
      • Refereed

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader
    About Cookies On This Site

    We use cookies to ensure that we give you the best experience on our website.

    Learn more

    Got it!