Saved in:
Bibliographic Details
Main Authors: Kuznetsov, Alexandr, Diolatzis, Stavros, Sochenov, Anton, Kaplanyan, Anton
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2406.07906
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866911914252042240
author Kuznetsov, Alexandr
Diolatzis, Stavros
Sochenov, Anton
Kaplanyan, Anton
author_facet Kuznetsov, Alexandr
Diolatzis, Stavros
Sochenov, Anton
Kaplanyan, Anton
contents Despite significant advances in algorithms and hardware, global illumination continues to be a challenge in the real-time domain. Time constraints often force developers to either compromise on the quality of global illumination or disregard it altogether. We take advantage of a common setup in modern games: having a set of a level, which is a static scene with dynamic characters and lighting. We introduce a novel method for efficiently and accurately rendering global illumination in dynamic scenes. Our hybrid technique leverages precomputation and neural networks to capture the light transport of a static scene. Then, we introduce a method to compute the difference between the current scene and the static scene, which we already precomputed. By handling the bulk of the light transport through precomputation, our method only requires the rendering of a minimal difference, reducing the noise and increasing the quality.
format Preprint
id arxiv_https___arxiv_org_abs_2406_07906
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Hybrid Rendering for Dynamic Scenes
Kuznetsov, Alexandr
Diolatzis, Stavros
Sochenov, Anton
Kaplanyan, Anton
Graphics
Despite significant advances in algorithms and hardware, global illumination continues to be a challenge in the real-time domain. Time constraints often force developers to either compromise on the quality of global illumination or disregard it altogether. We take advantage of a common setup in modern games: having a set of a level, which is a static scene with dynamic characters and lighting. We introduce a novel method for efficiently and accurately rendering global illumination in dynamic scenes. Our hybrid technique leverages precomputation and neural networks to capture the light transport of a static scene. Then, we introduce a method to compute the difference between the current scene and the static scene, which we already precomputed. By handling the bulk of the light transport through precomputation, our method only requires the rendering of a minimal difference, reducing the noise and increasing the quality.
title Hybrid Rendering for Dynamic Scenes
topic Graphics
url https://arxiv.org/abs/2406.07906