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Alexander Sannikov

Publications and source records attributed to Alexander Sannikov.

3 recordsLinked to original sources

Split Radiance Cascades: Real-Time Global Illumination via Sparse Radiance Probes

Radiance probe methods are a popular and well-tested approach for approximating diffuse global illumination for real-time graphics, but they commonly suffer from a lack of detail due to the large spacing between probes. Radiance Cascade (RC) fixes this by increasing spatial resolution and reducing angular resolution for light and occlusion from closer objects, which allows it to provide details at all scales without noise or aliasing. However, leading implementations of RC either run in 2D or screenspace, due to the prohibitive costs of storing high-detail volumetric radiance information. In this work, we adapt Radiance Cascades for accurate real-time 3D diffuse global illumination using a sparse hashmap to store world-space probes. We introduce ray splitting, a method for calculating radiance intervals used in RC by tracing rays from visible surfaces and calculating their contribution to cascades based on their hit distance. We evaluate our algorithm, Split Radiance Cascades, on a variety of scenes, and demonstrate that it can provide high-quality indirect illumination in both single-frame and temporally accumulated contexts.

cs.GR

Holographic Radiance Cascades for 2D Global Illumination

Efficiently calculating global illumination has always been one of the greatest challenges in computer graphics. Algorithms for approximating global illumination have always struggled to run in realtime for fully dynamic scenes, and have had to rely heavily on stochastic raytracing, spatialtemporal denoising, or undersampled representations, resulting in much lower quality of lighting compared to reference solutions. Even though the problem of calculating global illumination in 2D is significantly simpler than that of 3D, most contemporary approaches still struggle to accurately approximate 2D global illumination under realtime constraints. We present Holographic Radiance Cascades: a new single-shot scene-agnostic radiance transfer algorithm for global illumination, which is capable of achieving results visually indistinguishable from the 2D reference solution at realtime framerates. Our method uses a multi-level radiance probe system, and computes rays via combining short ray intervals as a replacement for conventional raytracing. It runs at constant cost for a given scene size, taking 1.85ms for a 512x512 pixel image and 7.67ms for 1024x1024 on an RTX 3080 Laptop.

cs.GR

Radiance Cascades: A Novel High-Resolution Formal Solution for Multidimensional Non-LTE Radiative Transfer

Non-LTE radiative transfer is a key tool for modern astrophysics: it is the means by which many key synthetic observables are produced, thus connecting simulations and observations. Radiative transfer models also inform our understanding of the primary formation layers and parameters of different spectral lines, and serve as the basis of inversion tools used to infer the structure of the solar atmosphere from observations. The default approach for computing the radiation field in multidimensional solar radiative transfer models has long remained the same: a short characteristics, discrete ordinates method, formal solver. In situations with complex atmospheric structure and multiple transitions between optically-thick and -thin regimes these solvers require prohibitively high angular resolution to correctly resolve the radiation field. Here, we present the theory of radiance cascades, a technique designed to exploit structure inherent to the radiation field, allowing for efficient reuse of calculated samples, thus providing a very high-resolution result at a fraction of the computational cost of existing methods. We additionally describe our implementation of this method in the DexRT code, and present initial results of the synthesis of a snapshot of a magnetohydrodynamic model of a solar prominence formed via levitation-condensation. The approach presented here provides a credible route for routinely performing multidimensional radiative transfer calculations free from so-called ray effects, and scaling high-quality non-LTE models to next-generation high-performance computing systems with GPU accelerators.

astro-ph.SR