Automatic Bounding of Programmable Shaders for Efficient Global Illumination

Abstract

This paper describes a technique to automatically adapt programmable shaders for use in physically-based rendering algorithms. Programmable shading provides great flexibility and power for creating rich local material detail, but only allows the material to be queried in one limited way: point sampling. Physically-based rendering algorithms simulate the complex global flow of light through an environment but rely on higher level information about the material properties, such as importance sampling and bounding, to intelligently solve high dimensional rendering integrals.

We propose using a compiler to automatically generate interval versions of programmable shaders that can be used to provide the higher level query functions needed by physically-based rendering without the need for user intervention or expertise. We demonstrate the use of programmable shaders in two such algorithms, multidimensional lightcuts and photon mapping, for a wide range of scenes including complex geometry, materials and lighting.

Publication
ACM Transactions on Graphics Vol. 28, No. 5
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Edgar Velázquez-Armendáriz
Sr. Software Engineer, VR

My research interests include predictive and real-time rendering, AR/VR, systems, and topics at the intersection of science and art.