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hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
hal.structure.identifierTechnicolor R & I [Cesson Sévigné]
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
dc.contributor.authorDUFAY, Arthur
hal.structure.identifierTechnicolor R & I [Cesson Sévigné]
dc.contributor.authorLECOCQ, Pascal
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
dc.contributor.authorPACANOWSKI, Romain
hal.structure.identifierTechnicolor R & I [Cesson Sévigné]
dc.contributor.authorMARVIE, Jean-Eudes
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
dc.contributor.authorGRANIER, Xavier
dc.date.accessioned2023-05-12T10:56:30Z
dc.date.available2023-05-12T10:56:30Z
dc.date.conference2016-07-24
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/181952
dc.description.abstractEnMonte-Carlo integration techniques for global illumination are popular on GPUs thanks to their massive parallel architecture, but efficient implementation remains challenging. The use of randomly de-correlated low-discrepancy sequences in the path-tracing algorithm allows faster visual convergence. However, the parallel tracing of incoherent rays often results in poor memory cache utilization, reducing the ray bandwidth efficiency. Interleaved sampling [Keller et al. 2001] partially solves this problem, by using a small set of distributions split in coherent ray-tracing passes, but the solution is prone to structured noise. On the other hand, ray-reordering methods [Pharr et al. 1997] group stochastic rays into coherent ray packets but their implementation add an additional sorting cost on the GPU [Moon et al. 2010] [Garanzha and Loop 2010]. We introduce a micro-jittering technique for faster multi-dimensional Monte-Carlo integration in ray-based rendering engines. Our method, improves ray coherency between GPU threads using a slightly altered low-discrepancy sequence rather than using ray-reordering methods. Compatible with any low-discrepancy sequence and independent of the importance sampling strategy, our method achieves comparable visual quality with classic de-correlation methods, like Cranley-Patterson rotation [Kollig and Keller 2002], while reducing rendering times in all scenarios.
dc.language.isoen
dc.title.enCache-friendly micro-jittered sampling
dc.typeCommunication dans un congrès avec actes
dc.identifier.doi10.1145/2897839.2927392
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]
bordeaux.hal.laboratoriesLaboratoire Photonique, Numérique et Nanosciences (LP2N) - UMR 5298*
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionCNRS
bordeaux.countryUS
bordeaux.title.proceedingSIGGRAPH 2016
bordeaux.conference.cityAnaheim
bordeaux.peerReviewedoui
hal.identifierhal-01325702
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-01325702v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.au=DUFAY,%20Arthur&LECOCQ,%20Pascal&PACANOWSKI,%20Romain&MARVIE,%20Jean-Eudes&GRANIER,%20Xavier&rft.genre=proceeding


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