skip to main content
10.1145/3023368.3023376acmconferencesArticle/Chapter ViewAbstractPublication Pagesi3dConference Proceedingsconference-collections
research-article

Tiled light trees

Published: 25 February 2017 Publication History

Abstract

Handling many light sources in real-time is still one of the big challenges in real-time graphics [Sousa and Geffroy 2016; Garawany 2016]. Even the most recent approaches like practical clustered shading still have various problem cases with low performance. Especially in scenes with high depth variance, existing algorithms cannot adapt to the distribution of light sources properly and end up evaluating many lights that don't contribute to the final image.
We present a new approach, "tiled light trees" - a hierarchical acceleration structure that adapts to the light source distribution. Our approach improves on the worst case performance of existing solutions. Due to traversal overhead, the proposed algorithm can be sometimes slower than clustered shading. To handle those situations optimally, we propose a hybrid approach which combines the strengths of light trees with clustered shading, outperforming any individual solution in nearly every case. Our new hybrid algorithm is easy to implement and suitable for usage in real-time applications such as games.

References

[1]
Andersson, J., 2009. Parallel graphics in frostbite - current & future. SIGGRAPH Course: Beyond Programmable Shading.
[2]
Cormen, T. H., Leiserson, C. E., Rivest, R. L., and Stein, C. 2009. Introduction to Algorithms, 3rd ed. MIT Press and McGraw-Hill.
[3]
Ferrier, A., and Coffin, C. 2011. Deferred shading techniques using frostbite in "battlefield 3" and "need for speed the run". In ACM SIGGRAPH 2011 Talks, ACM, New York, NY, USA, SIGGRAPH '11, 33:1--33:1.
[4]
Garawany, R. E., 2016. Deferred lighting in uncharted 4. SIGGRAPH 2016, Advances in Real-Time Rendering.
[5]
Harada, T., McKee, J., and Yang, J. C. 2012. Forward+: Bringing Deferred Lighting to the Next Level. In Eurographics 2012 - Short Papers, The Eurographics Association, C. Andujar and E. Puppo, Eds.
[6]
Harada, T. 2012. A 2.5d culling for forward+. In SIGGRAPH Asia 2012 Technical Briefs, ACM, New York, NY, USA, SA '12, 18:1--18:4.
[7]
II, E. M. T., and Pattanaik, S. N. 2016. A memory efficient uniform grid build process for gpus. Journal of Computer Graphics Techniques (JCGT) 5, 3 (September), 50--67.
[8]
Intel, 2011. Intel spmd program compiler. https://ispc.github.io.
[9]
MacDonald, D. J., and Booth, K. S. 1990. Heuristics for ray tracing using space subdivision. Vis. Comput. 6, 3 (May), 153--166.
[10]
Mara, M., and McGuire, M. 2013. 2d polyhedral bounds of a clipped, perspective-projected 3d sphere. Journal of Computer Graphics Techniques (JCGT) 2, 2 (August), 70--83.
[11]
Microsoft, 2016. Parallel patterns library. https://docs.microsoft.com/en-us/cpp/parallel/concrt/parallel-patterns-library-ppl.
[12]
Olsson, O., Billeter, M., and Assarsson, U. 2012. Clustered deferred and forward shading. In HPG '12: Proceedings of the Conference on High Performance Graphics 2012.
[13]
Olsson, O., Persson, E., and Billeter, M. 2015. Real-time many-light management and shadows with clustered shading. In ACM SIGGRAPH 2015 Courses, ACM, New York, NY, USA, SIGGRAPH '15, 12:1--12:398.
[14]
Örtegren, K. 2015. Clustered Shading: Assigning arbitrarily shaped convex light volumes using conservative rasterization. Master's thesis, Blekinge Institute of Technology.
[15]
Persson, E., 2013. Practical clustered shading. SIGGRAPH Course: Advances in Real-Time Rendering in Games.
[16]
Smits, B. 1998. Efficiency issues for ray tracing. J. Graph. Tools 3, 2 (Feb.), 1--14.
[17]
Sousa, T., and Geffroy, J., 2016. The devil is in the details: idtech 666. SIGGRAPH 2016, Advances in Real-Time Rendering.

Cited By

View all
  • (2020)GPU-based dynamic point light particles rendering using 3D textures for real-time renderingJournal of the Korea Computer Graphics Society10.15701/kcgs.2020.26.3.12326:3(123-131)Online publication date: 1-Jul-2020
  • (2019)Fast Ray-Scene Intersection for Interactive Shadow Rendering with Thousands of Dynamic LightsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.282842225:6(2242-2254)Online publication date: 1-Jun-2019
  • (2018)Hybrid Lighting for faster rendering of scenes with many lightsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-018-1535-534:6-8(853-862)Online publication date: 1-Jun-2018
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
I3D '17: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
February 2017
161 pages
ISBN:9781450348867
DOI:10.1145/3023368
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 February 2017

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. culling
  2. lighting
  3. real-time

Qualifiers

  • Research-article

Conference

I3D '17
Sponsor:
I3D '17: Symposium on Interactive 3D Graphics and Games
February 25 - 27, 2017
California, San Francisco

Acceptance Rates

I3D '17 Paper Acceptance Rate 16 of 45 submissions, 36%;
Overall Acceptance Rate 148 of 485 submissions, 31%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)5
  • Downloads (Last 6 weeks)0
Reflects downloads up to 21 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2020)GPU-based dynamic point light particles rendering using 3D textures for real-time renderingJournal of the Korea Computer Graphics Society10.15701/kcgs.2020.26.3.12326:3(123-131)Online publication date: 1-Jul-2020
  • (2019)Fast Ray-Scene Intersection for Interactive Shadow Rendering with Thousands of Dynamic LightsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.282842225:6(2242-2254)Online publication date: 1-Jun-2019
  • (2018)Hybrid Lighting for faster rendering of scenes with many lightsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-018-1535-534:6-8(853-862)Online publication date: 1-Jun-2018
  • (2017)Stochastic Light Culling for VPLs on GGX MicrosurfacesComputer Graphics Forum10.1111/cgf.1322436:4(55-63)Online publication date: 1-Jul-2017

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media