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Real-time Approximation of Photometric Polygonal Lights

This repository contains a demo application as supplemental material to the publication "Real-time Approximation of Photometric Polygonal Lights" that is part of the I3D 2020 paper program and published in the PACMCGIT journal.

The demo is implemented in F# and is based on the Aardvark plattform together with FShade, a DSL for shader programming. The main shading procedure of the cubature technique presentend in the paper can be found in Cubature.fs. If you are interested in the generated GLSL code, you can inspect the files in the shader cache directory: %APPDATA%\Roaming\Aardvark\OpenGlShaderCache

Screenshot

How to build

The demo requires the .NET Core 3.0 SDK. It manages Nuget packages using paket (https://fsprojects.github.io/Paket/) that needs to be installed as local dotnet tool using the .NET Core CLI. The packages need to be restored before the build.

dotnet tool install Paket --tool-path .paket

.paket\paket.exe restore

dotnet build Demo.sln

You can also use the supplied build script by executing build in the command prompt. The script uses aardvark.fake with extended functionality.

The Demo.exe is built to bin\Release\netcoreapp3.1\ and can be run from this directory.

Update 14/09/2020

  • Changed photometry data textures to cube maps: improved performance in all techniques
  • Optimized shader code - performing polygon initialization for cubature in single loop:
  1. Calculate Closest Point
  2. Polygon Setup
    • tangent-space transformation
    • horizon clipping
    • closest point clamping
    • radiance initialization
  3. Cubature based on triangulation

Updated GPU time of the shading pass measured in our benchmark framework on a RTX 2080 TI:

1080p 1440p 2160p
Cubature 0.30ms 0.51ms 1.16ms
Cubature+LTC 0.62ms 1.08ms 2.37ms
Point 0.08ms 0.14ms 0.28ms
MC 8 0.27ms 0.47ms 1.08ms
MC 8 + DN 16 0.85ms 1.52ms 3.45ms