Description |
Virtual point lights (VPLs) provide an effective solution to global illumination computation by converting the indirect illumination into direct illumination from many virtual light sources. This approach results in a less noisy image compare to Monte Carlo methods. In addition, the number of VPLs to generate can be specified in advance; therefore, it can be adjusted depending on the scene, desired quality, time budget, and the available computational power. In this thesis, we investigate a new technique that carefully places VPLs for providing improved rendering quality for computing global illumination using VPLs. Our method consists of three different passes. In the first pass, we randomly generate a large number of VPLs in the scene starting from the camera to place them in positions that can contribute to the final rendered image. Then, we remove a considerable number of these VPLs using a Poisson disk sample elimination method to get a subset of VPLs that are uniformly distributed over the part of the scene that is indirectly visible to the camera. The second pass is to estimate the radiant intensity of these VPLs by performing light tracing starting from the original light sources in the scene and scatter the radiance of light rays at a hit-point to the VPLs close to that point. The final pass is rendering the scene, which consists of shading all points in the scene visible to the camera using the original light sources and VPLs. |