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Volume 21 (2003), number 4 pp. 55–77 COMPUTER GRAPHICS forum
State of the Art in Global Illumination for Interactive Applications and High-quality Animations
Cyrille Damez, Kirill Dmitriev and Karol Myszkowski
Max-Planck-Institut fur¨ Informatik, Stuhlsatzenhausweg 85, 66123 Saarbrucken,¨ Germany
Abstract Global illumination algorithms are regarded as computationally intensive. This cost is a practical problem when producing animations or when interactions with complex models are required. Several algorithms have been proposed to address this issue. Roughly, two families of methods can be distinguished. The first one aims at providing interactive feedback for lighting design applications. The second one gives higher priority to the quality of results, and therefore relies on offline computations. Recently, impressive advances have been made in both categories. In this report, we present a survey and classification of the most up-to-date of these methods. ACM CSS: I.3.7 Computer Graphics—Three-Dimensional Graphics and Realism
1. Introduction In recent years, several new algorithmic solutions have been proposed that explicitly address the problem of global Synthesis of images predicting the appearance of the real illumination computations in interactive applications or for world has many important engineering applications includ- high-quality animations. Significant effort has been devoted ing product design, architecture and interior design. Even to the reduction of required resources. Indeed, considering less rigorous applications, such as visual effects, film pro- the large number of frames necessary even for a brief duction, or computer games benefit greatly from an increase movie sequence, shortening the production time carries an in realism. One of the major components of such predic- important economic value for the movie industry. Moreover, tive image synthesis is the simulation of the interaction of the ability to provide a fast feedback to the user in response light with objects in the scene. The ever-increasing process- for interactive changes in the scene greatly improves the ing power and memory size, as well as recent algorithmic usability of lighting simulation algorithms. developments, have made global illumination computations Another important issue is temporal aliasing in affordable even for complex scenes. animations. Many typical errors in lighting computation and reconstruction cannot be perceived by the human observer A vast majority of the existing global illumination when they are coherent in the temporal domain. However, algorithms were designed for rendering static scenes. they may cause unpleasant flickering and shimmering In practice this means that when such algorithms are effects when this coherence is lost. Such artifacts are more used for a dynamic scene, all computations have to be difficult to combat efficiently if temporal processing of repeated from scratch even when only minor changes global illumination is not performed. In such a case, the are performed. The use of those algorithms in practical, traditional approach of reinforcing the accuracy of global real-life applications is therefore limited. Indeed, the cost illumination computation for each frame proves extremely of redundant computations is excessive for core computer inefficient. Moreover, it is very difficult to locally control graphics applications such as the production of animated the perceivability of temporal aliasing. Clearly, temporal sequences or interactive rendering. coherence in the scene changes must be taken into account