materials with Sub–surface Scattering (SSS). Sub–
surface Scattering does not affect importance estima-
tion in Equation 10. Therefore, VALs that illuminate
models on their non–camera–facing side are not con-
sidered important. If SSS is to be supported, impor-
tance estimation needs to be adapted and indirect light
accumulation for SSS materials needs to be adapted
as demonstrated and implemented in (Lensing, 2014).
Furthermore, indirect shadows do become less
accurate due to using the standard deviation of the ge-
ometric distribution of the VALs as an estimate for
the indirect light’s area. Since the selected subset
contains less VALs than the original RSM, this stan-
dard deviation becomes less representative. However,
the occlusion itself is based on the caches distributed
on the models. Therefore, the approximation is still
accurate for the selected subset of VALs.
Finally, we still consider temporal coherence an
issue even though we could make it unnoticeable by
increasing the number of selected VALs. In the fu-
ture we plan to explore further methods to achieve
inter–frame stability, for example by employing lazy–
update schemes for the VAL selection, using pseudo-
random seeds, reuse information of the previous
frame, or more sophisticated importance estimation.
This could improve performance further and allow us
to employ this approach for more than just the pri-
mary RSM.
7 CONCLUSION
We presented an approach extending LightSkin.
While preserving its outstanding visual quality it has
proven to be much more efficient. As for the perfor-
mance gain, we achieve approximately 30 fps for a
RSM resolution of 1024 × 1024px where the original
approach delivered only 2.5 fps which results in our
method being roughly 12 times faster than the origi-
nal approach. Furthermore, our method is highly cu-
stomizable to a desired trade–off between quality and
performance by adapting parameters like the num-
ber of view samples, number of selected VALs, the
RSM resolution, and finally, cache distribution den-
sity. Although some limitations exist, our method de-
livers promising results considering real–time global
illumination in open–world scenes with high resolu-
tion RSMs.
In order to further improve this combination, se-
veral paths can be undertaken: For better temporal co-
herence and to reduce the susceptibility to flickering,
methods for improving the selected subset could be
explored. For example, updating only part of the sub-
set could be possible, but this lazy–updating would
introduce some lag to the computation. One possi-
bility would be to use the visible caches’ view buf-
fer position as view samples for importance estima-
tion. In the light of the findings of this work, RSMC
can be considered an additional possibility for impro-
ving temporal stability as the more accurate area ap-
proximation might decrease flickering artifacts. Fu-
ture work should explore the effect on temporal stabi-
lity and mitigations to flickering while observing the
additional complexity introduced to the rendering pi-
peline. Moreover, other approaches for rendering the
indirect lighting should be taken into account.
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