Real-time global illumination is key to enabling more dynamic and physically realistic worlds in performance-critical applications such as games or any other applications with real-time constraints.Hardware-accelerated ray tracing in modern GPUs allows arbitrary intersection queries against the geometry, making it possible to evaluate indirect lighting entirely at runtime. However, only a small number of rays can be traced at each pixel to maintain high framerates at ever-increasing image resolutions. Existing solutions, such as probe-based techniques, approximate the irradiance signal at the cost of a few rays per frame but suffer from a lack of details and slow response times to changes in lighting. On the other hand, reservoir-based resampling techniques capture much more details but typically suffer from poorer performance and increased amounts of noise, making them impractical for the current generation of hardware and gaming consoles. To find a balance that achieves high lighting fidelity while maintaining a low runtime cost, we propose a solution that dynamically estimates global illumination without needing any content preprocessing, thus enabling easy integration into existing real-time rendering pipelines.
翻译:实时全局照明对于在游戏等性能关键型应用或任何具有实时性约束的应用程序中实现更动态、更物理真实的世界至关重要。现代GPU中的硬件加速光线追踪允许针对几何体进行任意相交查询,从而能够在运行时完全评估间接光照。然而,随着图像分辨率不断提高,为维持高帧率,每个像素仅能追踪少量光线。现有解决方案(如探针类技术)以每帧少量光线的代价近似辐照度信号,但存在细节不足及对光照变化响应缓慢的问题。另一方面,基于蓄水池的重采样技术能捕获更多细节,但通常性能较差且噪声更多,使其不适用于当前硬件与游戏主机。为在实现高光照保真度的同时保持低运行时开销之间取得平衡,本文提出一种无需任何内容预处理的动态全局照明估计方案,从而能够轻松集成到现有实时渲染管线中。