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PhD Final Oral Examination – Randall Rauwendaal


Monday, August 26, 2013 10:00 AM - 12:00 PM

Voxel Based Indirect Illumination Using Spherical Harmonics
Realistic (ideally photo-realistic) real-time rendering has remained an elusive goal in computer graphics. While photo-realistic rendering has certainly been achieved at the expense of tremendous computational resources and corresponding rendering times; real-time rendering typically must accept a great number of compromises to achieve adequate performance, such as  aliasing artifacts, the absence of secondary illumination effects such as diffuse inter-reflection and realistic specular reflections, and a lack of geometric detail. This dissertation proposes solutions which reduce the computational cost of solving the rendering equation through a series of strategic approximations which are well suited to the massively parallel nature of current consumer GPUs and their integrated filtering hardware. Firstly, we discretize scene geometry, using a novel and highly efficient voxelization technique. From the voxelization we efficiently generate an hierarchical representation of scene geometry. We then use this hierarchical representation as a proxy for computation of indirect illumination using a technique called Voxel Cone Tracing. Finally we explore the storage of both isotropic and anisotropic functions within our hierarchical scene proxy, and evaluate the usage of low order spherical harmonics as a more suitable approximation of exitant radiance.

Major Advisor: Mike Bailey
Committee: Ron Metoyer
Committee: Eugene Zhang
Committee: Weng-Keen Wong
GCR: Eric Skyllingstad 


Kelley Engineering Center (campus map)
2114
Nicole Thompson
1 541 737 7234
Nicole.Thompson at oregonstate.edu
Sch Elect Engr/Comp Sci
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