Holographic Radiance Cascades for 2D Global Illumination

Fuente: arXiv
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Autori principali: Freeman, Rouli, Sannikov, Alexander, Margel, Adrian
Natura: Preprint
Pubblicazione: 2025
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author Freeman, Rouli
Sannikov, Alexander
Margel, Adrian
author_facet Freeman, Rouli
Sannikov, Alexander
Margel, Adrian
contents Efficiently calculating global illumination has always been one of the greatest challenges in computer graphics. Algorithms for approximating global illumination have always struggled to run in realtime for fully dynamic scenes, and have had to rely heavily on stochastic raytracing, spatialtemporal denoising, or undersampled representations, resulting in much lower quality of lighting compared to reference solutions. Even though the problem of calculating global illumination in 2D is significantly simpler than that of 3D, most contemporary approaches still struggle to accurately approximate 2D global illumination under realtime constraints. We present Holographic Radiance Cascades: a new single-shot scene-agnostic radiance transfer algorithm for global illumination, which is capable of achieving results visually indistinguishable from the 2D reference solution at realtime framerates. Our method uses a multi-level radiance probe system, and computes rays via combining short ray intervals as a replacement for conventional raytracing. It runs at constant cost for a given scene size, taking 1.85ms for a 512x512 pixel image and 7.67ms for 1024x1024 on an RTX 3080 Laptop.
format Preprint
id arxiv_https___arxiv_org_abs_2505_02041
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Holographic Radiance Cascades for 2D Global Illumination
Freeman, Rouli
Sannikov, Alexander
Margel, Adrian
Graphics
I.3.7
Efficiently calculating global illumination has always been one of the greatest challenges in computer graphics. Algorithms for approximating global illumination have always struggled to run in realtime for fully dynamic scenes, and have had to rely heavily on stochastic raytracing, spatialtemporal denoising, or undersampled representations, resulting in much lower quality of lighting compared to reference solutions. Even though the problem of calculating global illumination in 2D is significantly simpler than that of 3D, most contemporary approaches still struggle to accurately approximate 2D global illumination under realtime constraints. We present Holographic Radiance Cascades: a new single-shot scene-agnostic radiance transfer algorithm for global illumination, which is capable of achieving results visually indistinguishable from the 2D reference solution at realtime framerates. Our method uses a multi-level radiance probe system, and computes rays via combining short ray intervals as a replacement for conventional raytracing. It runs at constant cost for a given scene size, taking 1.85ms for a 512x512 pixel image and 7.67ms for 1024x1024 on an RTX 3080 Laptop.
title Holographic Radiance Cascades for 2D Global Illumination
topic Graphics
I.3.7
url https://arxiv.org/abs/2505.02041