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Modular Radiance Transfer
Bradford J. Loos1;2 Lakulish Antani1;3 Kenny Mitchell 1 Derek Nowrouzezahrai 4 Wojciech Jarosz4 Peter-Pike Sloan1
1Disney Interactive Studios 2University of Utah 3UNC Chapel Hill 4Disney Research Zurich
Abstract
Many rendering algorithms willingly sacrifice accuracy, favoring
plausible shading with high-performance. Modular Radiance Trans-
fer (MRT) models coarse-scale, distant indirect lighting effects in
scene geometry that scales from high-end GPUs to low-end mobile
platforms. MRT eliminates scene-dependent precomputation by
storing compact transport on simple shapes, akin to bounce cards
used in film production. These shapes’ modular transport can be in-
stanced, warped and connected on-the-fly to yield approximate light
transport in large scenes. We introduce a prior on incident lighting
distributions and perform all computations in low-dimensional sub-
spaces. An implicit lighting environment induced from the low-rank
approximations is in turn used to model secondary effects, such as
volumetric transport variation, higher-order irradiance, and transport
through lightfields. MRT is a new approach to precomputed lighting
that uses a novel low-dimensional subspace simulation of light trans-
port to uniquely balance the need for high-performance and portable
solutions, low memory usage, and fast authoring iteration.
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
Graphics and Realism—Color, shading, shadowing, and texture;
Keywords: Global Illumination, GPU, Interactive
1 Introduction
Indirect illumination increases the realism of computer generated
images. The ambient term is a simple inexpensive approximation
that does not respond to dynamic lighting. Accurate real-time tech-
niques [Keller 1997] have difficulty scaling to complex scenes and
often have significant performance requirements, particularly on
modern console and mobile platforms. Techniques that approximate
different elements of indirect lighting have been extremely success-
ful in interactive graphics applications. Precomputation techniques
used in video games [Chen 2008; Larsson and Halen 2009] tend to
assume static scenes and lighting, but suffer from long authoring
iteration times and memory requirements. Ambient Occlusion (AO)
[Zhukov et al. 1998] captures only salient shading effects. Variants
of Precomputed Radiance Transfer (PRT) [Sloan et al. 2002] gener-
ate soft lighting results. These techniques are favorable compared to
more accurate techniques due to their lower storage and computation
costs and the pleasing nature of their approximation. Modular Radi-
ance Transfer (MRT) targets coarse-scale, distant indirect lighting
in scene geometry, responds plausibly and smoothly to dynamic
lighting, has extremely high-performance, and allows fast author
iteration.
Our shapes are motivated by bounce cards used in live-action films.
These planes only approximate indirect light from geometry in the
real-world but offer a high level of control to produce the desired
lighting. In digital film production, non-shadow casting lights are
commonly used to allow artists to quickly iterate and achieve a
desired look. The ease-of-use and controllability of these approxi-
mations outweighs their physically incorrect nature.
Our approach is very efficient, uses very little data and a quick, one-
time, scene-independent precomputation step. It also allows real-
time computation of approximate indirect light, and is designed with
rapid iteration of light design in mind. We precompute light transport
operators (LTOs) for a handful of simple canonical “shapes”, then
interactively warp and combine these shapes, along with their LTOs,
to more complex geometry. These shape proxies are used to model
direct-to-indirect transport which is then applied as a light map to the
actual scene geometry. The flow of indirect light between proxies
is modeled with lightfields, and all computations are performed on
very low-dimensional subspaces. MRT results in plausible, dynamic
global-illumination effects, rendered at high frame rates with low
memory overhead. We design special LTOs for secondary transport
effects such as light volumes for dynamic characters and higher-
order irradiance for normal mapping. We illustrate our solutions
ability to scale from high-end to mobile platforms and, like PRT, to
provide smooth results which respond to light change.
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