In this paper we present a technique that improves rendering performance for real-time scenes with ray traced lighting in the presence of dynamic lights and objects. In particular we verify photon paths from the previous frame against dynamic objects in the current frame, and show how most photon paths are still valid. When using area lights, we use a data structure to store light distribution that tracks light paths allowing photons to be reused when the light source is moving in the scene. We also show that by reusing paths when the error in the reflected energy is below a threshold value, even more paths can be reused. We apply this technique to Indirect Illumination using a screen space photon splatting rendering engine. By reusing photon paths and applying our error threshold, our method can reduce the number of rays traced by up to 5x, and improve performance by up to 2x.
翻译:在本文中,我们展示了一种技术,可以提高实时场景的性能,在有动态灯光和物体的情况下,光线可追踪照明。特别是,我们用当前框架中的动态物体对上一个框架的光线路径进行校验,并展示大多数光线路径仍然有效。当使用区域光线时,我们使用数据结构存储光线分布,跟踪光线路径,以便在光源在现场移动时允许光线路径再利用。我们还显示,如果反射能量错误低于临界值时再使用路径,甚至可以再利用更多的路径。我们用屏幕空间光子闪烁成像引擎将这种技术应用于间接的光线化。通过重新使用光线路径并应用我们的错误阈值,我们的方法可以减少光线以5x的速度追踪到的光线数,并将性能提高到2x。