Many scenes of interest to computer graphics applications contain a large number of dynamic light sources. Lighting is computationally expensive because it implies solving a visibility problem for every point light source. We present a method for voxel based approximation of the geometry of a scene. The ray is intersected with the approximation to accelerate the visibility determination. The scene geometry is approximated with a 2D array of voxelizations, with one voxelization for each direction from a dense sampling of the 2D space of all possible directions. The ray/scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. We support dynamic scenes with rigidly moving objects and complex dynamic scenes. The results of our experiments show our method can render scenes containing thousands lights.
Published in | Science Discovery (Volume 4, Issue 5) |
DOI | 10.11648/j.sd.20160405.17 |
Page(s) | 303-309 |
Creative Commons |
This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited. |
Copyright |
Copyright © The Author(s), 2016. Published by Science Publishing Group |
Realistic Rendering, Visibility Determination, Many-lights, Voxelizations
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APA Style
Meng Chunlei, Su Tao. (2016). Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization. Science Discovery, 4(5), 303-309. https://doi.org/10.11648/j.sd.20160405.17
ACS Style
Meng Chunlei; Su Tao. Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization. Sci. Discov. 2016, 4(5), 303-309. doi: 10.11648/j.sd.20160405.17
AMA Style
Meng Chunlei, Su Tao. Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization. Sci Discov. 2016;4(5):303-309. doi: 10.11648/j.sd.20160405.17
@article{10.11648/j.sd.20160405.17, author = {Meng Chunlei and Su Tao}, title = {Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization}, journal = {Science Discovery}, volume = {4}, number = {5}, pages = {303-309}, doi = {10.11648/j.sd.20160405.17}, url = {https://doi.org/10.11648/j.sd.20160405.17}, eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.sd.20160405.17}, abstract = {Many scenes of interest to computer graphics applications contain a large number of dynamic light sources. Lighting is computationally expensive because it implies solving a visibility problem for every point light source. We present a method for voxel based approximation of the geometry of a scene. The ray is intersected with the approximation to accelerate the visibility determination. The scene geometry is approximated with a 2D array of voxelizations, with one voxelization for each direction from a dense sampling of the 2D space of all possible directions. The ray/scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. We support dynamic scenes with rigidly moving objects and complex dynamic scenes. The results of our experiments show our method can render scenes containing thousands lights.}, year = {2016} }
TY - JOUR T1 - Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization AU - Meng Chunlei AU - Su Tao Y1 - 2016/10/13 PY - 2016 N1 - https://doi.org/10.11648/j.sd.20160405.17 DO - 10.11648/j.sd.20160405.17 T2 - Science Discovery JF - Science Discovery JO - Science Discovery SP - 303 EP - 309 PB - Science Publishing Group SN - 2331-0650 UR - https://doi.org/10.11648/j.sd.20160405.17 AB - Many scenes of interest to computer graphics applications contain a large number of dynamic light sources. Lighting is computationally expensive because it implies solving a visibility problem for every point light source. We present a method for voxel based approximation of the geometry of a scene. The ray is intersected with the approximation to accelerate the visibility determination. The scene geometry is approximated with a 2D array of voxelizations, with one voxelization for each direction from a dense sampling of the 2D space of all possible directions. The ray/scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. We support dynamic scenes with rigidly moving objects and complex dynamic scenes. The results of our experiments show our method can render scenes containing thousands lights. VL - 4 IS - 5 ER -