Improving area light shadows in computer generated scenes

    公开(公告)号:US11763520B2

    公开(公告)日:2023-09-19

    申请号:US17718780

    申请日:2022-04-12

    Inventor: Alexey Panteleev

    Abstract: Determining the occlusions or shadows for an area light within a scene is difficult, especially realistic shadowing in large and dynamic scenes. The disclosure provides an adaptive occlusion sampling process that uses voxel cone tracing to distribute the voxel tracing cones on the surface of area lights to obtain samples for shadowing in computer generated images or scenes. A method of adaptive occlusion sampling from a rectangular area light is disclosed that can be used to provide realistic shadowing in a computer generated scene. A process to compute a shadow of an area light within a scene is also disclosed herein that includes obtaining samples, employing voxel cone tracing, from a light surface of the area light based on sample points of a sampling grid created from sample patterns that are based on a determined number of cones.

    ILLUMINATION RESAMPLING USING TEMPORAL GRADIENTS IN LIGHT TRANSPORT SIMULATION SYSTEMS AND APPLICATIONS

    公开(公告)号:US20230138718A1

    公开(公告)日:2023-05-04

    申请号:US17975450

    申请日:2022-10-27

    Abstract: Systems and methods described relate to the generation of image content. In order to provide for smoothing between sequential images, but avoid introducing lag into lighting effects, light information can be compared for regions between consecutive rendered frames. Shading can be performed and the results compared for tiles of pixels to compute gradient values, such as by using a single light sample for each tile. A filtering pass can be performed with respect to these gradients, and this filtered, lower-resolution grid version can be upscaled into a full resolution, screen-sized image and the gradients transformed into confidence values. These confidence values can be used to determine an extent to which to keep lighting data from the previous frame with respect to the current frame. For example, less lighting information can be used from the prior frame for a given pixel location if the confidence for that location is lower.

    Spatiotemporal self-guided shadow denoising in ray-tracing applications

    公开(公告)号:US11600036B2

    公开(公告)日:2023-03-07

    申请号:US17013029

    申请日:2020-09-04

    Abstract: In examples, a filter used to denoise shadows for a pixel(s) may be adapted based at least on variance in temporally accumulated ray-traced samples. A range of filter values for a spatiotemporal filter may be defined based on the variance and used to exclude temporal ray-traced samples that are outside of the range. Data used to compute a first moment of a distribution used to compute variance may be used to compute a second moment of the distribution. For binary signals, such as visibility, the first moment (e.g., accumulated mean) may be equivalent to a second moment (e.g., the mean squared). In further respects, spatial filtering of a pixel(s) may be skipped based on comparing the mean of variance of the pixel(s) to one or more thresholds and based on the accumulated number of values for the pixel.

    SPATIOTEMPORAL SELF-GUIDED SHADOW DENOISING IN RAY-TRACING APPLICATIONS

    公开(公告)号:US20220076481A1

    公开(公告)日:2022-03-10

    申请号:US17013029

    申请日:2020-09-04

    Abstract: In examples, a filter used to denoise shadows for a pixel(s) may be adapted based at least on variance in temporally accumulated ray-traced samples. A range of filter values for a spatiotemporal filter may be defined based on the variance and used to exclude temporal ray-traced samples that are outside of the range. Data used to compute a first moment of a distribution used to compute variance may be used to compute a second moment of the distribution. For binary signals, such as visibility, the first moment (e.g., accumulated mean) may be equivalent to a second moment (e.g., the mean squared). In further respects, spatial filtering of a pixel(s) may be skipped based on comparing the mean of variance of the pixel(s) to one or more thresholds and based on the accumulated number of values for the pixel.

    SYSTEM AND METHOD FOR COMPUTING REDUCED-RESOLUTION INDIRECT ILLUMINATION USING INTERPOLATED DIRECTIONAL INCOMING RADIANCE
    25.
    发明申请
    SYSTEM AND METHOD FOR COMPUTING REDUCED-RESOLUTION INDIRECT ILLUMINATION USING INTERPOLATED DIRECTIONAL INCOMING RADIANCE 审中-公开
    使用插值方向入射辐射计算减少分辨率间接照明的系统和方法

    公开(公告)号:US20150109300A1

    公开(公告)日:2015-04-23

    申请号:US14166627

    申请日:2014-01-28

    Abstract: A system for, and method of, computing reduced-resolution indirect illumination using interpolated directional incoming radiance and a graphics processing subsystem incorporating the system or the method. In one embodiment, the system includes: (1) a cone tracing shader executable in a graphics processing unit to compute directional incoming radiance cones for sparse pixels and project the directional incoming radiance cones on a basis and (2) an interpolation shader executable in the graphics processing unit to compute outgoing radiance values for untraced pixels based on directional incoming radiance values for neighboring ones of the sparse pixels.

    Abstract translation: 使用内插方向入射辐射计算降低分辨率间接照明的系统和方法以及结合该系统或方法的图形处理子系统。 在一个实施例中,系统包括:(1)在图形处理单元中可执行的锥形跟踪着色器,用于基于稀疏像素计算定向输入辐射锥,并基于所述方向入射辐射锥投影;以及(2)在 图形处理单元,用于基于相邻稀疏像素的方向传入辐射值来计算未跟踪像素的传出辐射值。

    LIGHT-RESAMPLING WITH SURFACE SIMILARITY TEST

    公开(公告)号:US20240320878A1

    公开(公告)日:2024-09-26

    申请号:US18732464

    申请日:2024-06-03

    Inventor: Alexey Panteleev

    CPC classification number: G06T11/001

    Abstract: Devices, systems, and techniques to incorporate lighting effects into computer-generated graphics. In at least one embodiment, a graphical frame depicting a virtual scene comprising is rendered by generating a record indicative of one or more lights in the virtual scene, and using the record to render a pixel. A second record, indicative of other lights in the virtual scene, is selected to combine with the first record, based at least in part on similarity between surfaces associated with the respective records. The combined record is used to render a pixel in a second graphical frame.

    Adaptive temporal image filtering for rendering realistic illumination

    公开(公告)号:US12014460B2

    公开(公告)日:2024-06-18

    申请号:US18317726

    申请日:2023-05-15

    Inventor: Alexey Panteleev

    Abstract: Robust temporal gradients, representing differences in shading results, can be computed between current and previous frames in a temporal denoiser for ray-traced renderers. Backward projection can be used to locate matching surfaces, with the relevant parameters of those surfaces being carried forward and used for patching. Backward projection can be performed for each stratum in a current frame, a stratum representing a set of adjacent pixels. A pixel from each stratum is selected that has a matching surface in the previous frame, using motion vectors generated during the rendering process. A comparison of the depth of the normals, or the visibility buffer data, can be used to determine whether a given surface is the same in the current frame and the previous frame, and if so then parameters of the surface from the previous frame G-buffer is used to patch the G-buffer for the current frame.

    ADAPTIVE TEMPORAL IMAGE FILTERING FOR RENDERING REALISTIC ILLUMINATION

    公开(公告)号:US20220189109A1

    公开(公告)日:2022-06-16

    申请号:US17324438

    申请日:2021-05-19

    Inventor: Alexey Panteleev

    Abstract: Robust temporal gradients, representing differences in shading results, can be computed between current and previous frames in a temporal denoiser for ray-traced renderers. Backward projection can be used to locate matching surfaces, with the relevant parameters of those surfaces being carried forward and used for patching. Backward projection can be performed for each stratum in a current frame, a stratum representing a set of adjacent pixels. A pixel from each stratum is selected that has a matching surface in the previous frame, using motion vectors generated during the rendering process. A comparison of the depth of the normals, or the visibility buffer data, can be used to determine whether a given surface is the same in the current frame and the previous frame, and if so then parameters of the surface from the previous frame G-buffer is used to patch the G-buffer for the current frame.

    Area light shadows in computer generated scenes

    公开(公告)号:US11302068B2

    公开(公告)日:2022-04-12

    申请号:US17145008

    申请日:2021-01-08

    Inventor: Alexey Panteleev

    Abstract: Determining the occlusions or shadows for an area light within a scene is difficult, especially realistic shadowing in large and dynamic scenes. The disclosure provides an adaptive occlusion sampling process that uses voxel cone tracing to distribute the voxel tracing cones on the surface of area lights to obtain samples for shadowing in computer generated images or scenes. A method of adaptive occlusion sampling from a rectangular area light is disclosed that can be used to provide realistic shadowing in a computer generated scene. A process to compute a shadow of an area light within a scene is also disclosed herein that includes obtaining samples, employing voxel cone tracing, from a light surface of the area light based on sample points of a sampling grid created from sample patterns that are based on a determined number of cones.

    AREA LIGHT SHADOWS IN COMPUTER GENERATED SCENES

    公开(公告)号:US20210125404A1

    公开(公告)日:2021-04-29

    申请号:US17145008

    申请日:2021-01-08

    Inventor: Alexey Panteleev

    Abstract: Determining the occlusions or shadows for an area light within a scene is difficult, especially realistic shadowing in large and dynamic scenes. The disclosure provides an adaptive occlusion sampling process that uses voxel cone tracing to distribute the voxel tracing cones on the surface of area lights to obtain samples for shadowing in computer generated images or scenes. A method of adaptive occlusion sampling from a rectangular area light is disclosed that can be used to provide realistic shadowing in a computer generated scene. A process to compute a shadow of an area light within a scene is also disclosed herein that includes obtaining samples, employing voxel cone tracing, from a light surface of the area light based on sample points of a sampling grid created from sample patterns that are based on a determined number of cones.

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