Cascaded Light Propagation Volumes for Indirect Illumination

This I3D 2010 paper by Anton Kaplanyan (Crytek) and Carsten Daschbacher (University of Stuttgart) is now online on Crytek’s publications page, with video and talk slides.  The paper extends and describes in more detail the real-time global illumination technique Anton presented at SIGGRAPH 2009.  The most significant extension over the SIGGRAPH 2009 presentation is the addition of coarse occlusion for indirect bounce light.

Although there have been many recent papers on “real-time” global illumination, this technique is the only one so far that is at all feasible for current-generation consoles.  Crytek’s new CryEngine 3 has implementations of it on XBox 360 and Playstation 3, and the technique will presumably be used in the upcoming Crysis 2 game as well.

Game Engine Gems

A little under a year ago, we mentioned the call for papers for a new “gems” book: Game Engine Gems, edited by Eric Lengyel.  It’s available for pre-order on Amazon, not surprising since it’s due to be launched at GDC, just two weeks from now.  The table of contents is available on the book website, and looks promising.  Although the book contains some rendering chapters, its focus is broader, similar to the successful Game Programming Gems series to which it is likely to be a worthy competitor.  I’ve added it to our upcoming books list.

Shadow Survey from SIGGRAPH Asia 2009 course

I asked Daniel Scherzer about my post about his book. He said it’s about right (and the long subtitle is indeed a Verlag decision).

The cool thing that turned up: their upcoming STAR survey on hard shadows will be more theoretical and detailed than his thesis’ survey. It will be similar to the hard shadow section in the SIGGRAPH Asia 2009 course Casting Shadows in Real Time (which has a solid 90 pages on direct illumination shadow algorithms, plus more on related methods).

I’ve updated the original post with this information, but wanted to make a separate post so that people wouldn’t miss this valuable overview on shadows and ambient occlusion (just a tiny bit on the latter).

Another new book, with an incredibly long subtitle

Amazon sent an auto-recommended of this book to me. Unlike last time, which was humorous but unrelated, I actually appreciate this one: “Temporal Coherence in Real-Time Rendering: Practical Approaches for Capitalizing on Temporal Coherence in the Domain of Real-Time Rendering,” by Daniel Scherzer.

At $81 for a 132 page book, I suspected it was a thesis reprint. Indeed it is: you can download the thesis from here. The thesis is 130 pages long, so my guess is the book form adds nothing (and subtracts $81).

So, you can download it for free now, but should you read it? Well, it is a thesis, which means it collects various papers and presents each in turn. This thesis focuses on using temporal coherence, i.e. use previous frames’ computations in various ways. It includes Daniel’s hard shadow (history buffer), soft shadow, and discrete LOD blending work, as listed here. Since it’s a thesis, the author can stretch out a bit more and cover various areas in depth. The focus is on improving image quality: hard shadows are higher resolution, soft shadows look smoother. There are limitations to his approaches, e.g., the lights are fixed in place, and objects generally should be static.

As with most theses, it also includes an extensive “previous work” section at the beginning. There is a 23 page overview of a number of shadow techniques and LOD work, explaining strengths and weaknesses. From my skim, this looks quite good; not quite all-encompassing (which is good: there are way too many shadow papers), but hitting most of the major areas of research. Let’s put it this way: if and when we write a fourth edition, I’ll certainly carefully read his categorization of various problems and think about how to integrate it into our section on shadows. His is the best recent overview of the subject that I’ve seen. He’s also the coauthor of an upcoming survey on hard shadows, not yet available for download but which I suspect is similar to his thesis’ overview.

Update: I asked Daniel about this post, he said it’s about right (and the long subtitle is indeed a Verlag decision). The book version contains an index, and different (non-copyright-protected) images. Also of interest, their upcoming STAR survey on hard shadows will be more theoretical and detailed, similar to the hard shadow section in the SIGGRAPH Asia 2009 course Casting Shadows in Real Time (which has a solid 90 pages on shadow algorithms).

Upcoming Optimization Book

Eric Preisz has a book coming out in time for GDC, “Video Game Optimization.” I haven’t seen it yet, but judging by his article on optimization on Gamasutra, it should be pretty good—he knows what he’s talking about.

By the way, assuming you’re using Google Chrome for browsing (it’s what the cool kids use), I found AutoPager Chrome to be a nice little extension. Instead of needing to click at the end of every page of an article, it glues page after page into one long scroll.

SBIM-NPAR CFP

SBIM = Sketch-Based Interfaces and Modeling workshop
NPAR = Symposium on Non-Photorealistic Animation and Rendering
CFP = Call for Participation

SBIM-NPAR 2010 will be held June 7-10 in Annecy, France. The NPAR call for participation is up; due date is March 15th, but April 2nd for any SIGGRAPH rejections to be considered. In addition to research, they’re specifically looking to the games community for production papers on how game developers create their GUIs, editing tools, and NPR effects.

Every other year NPAR is held in Annecy, and it sounds lovely. In the evenings the Annecy International Animated Film Festival takes place—how perfect! Someday I’ll figure out a way to attend; until then, I can but dream.

Efficient Sparse Voxel Octrees

I mentioned this I3D 2010 paper in a blog post a while ago, but there was no preprint for it at the time.  Now the floodgates of information have been opened with the preprint, a video, and an extended paper all available on the first author’s website.  The source code has also been open-sourced with the Apache 2.0 license and posted on Google Code.

I’m not that familiar with previous work in the area, so I don’t know how it stacks up against e.g. Gigavoxels; if anyone has any insight please let me know.  One interesting detail from the paper was the way they enhance each cubical voxel with a pair of bounding planes, which they call contours.

They show that the data structure enables casting rays significantly faster than against a triangle model of equivalent complexity.  Unfortunately, it appears to still be slower than rendering the triangles the “old-fashioned way”.  The technique also requires post-filtering since it does not allow for filtering of color and normal information (which is effectively point-sampled).  Finally, building the data structure takes a fair bit of time, making this not particularly well-suited for dynamic scenes.

Made me laugh

I noticed Kirk & Hwu’s “Programming Massively Parallel Processors” book is back in stock at Amazon (and now with 2 mixed reviews), after being unavailable for a number of days. The part that made me laugh is Amazon’s ranking listing:

#1 in  BooksComputers & InternetHardwareMainframes & Minicomputers


If GPU computing isn’t the antithesis of mainframes and minicomputers, I’m not sure what is…