Many lighting methods used in computer graphics such as indirect illumination can have very high computational costs and need to be approximated for real-time applications. These costs can be reduced by means of upsampling techniques which tend to introduce artifacts and affect the visual quality of the rendered image. This paper suggests a versatile approach for accelerating the rendering of screen space methods while maintaining the visual quality. This is achieved by exploiting the low frequency nature of many of these illumination methods and the geometrical continuity of the scene. First the screen space is dynamically divided into separate sub-images, then the illumination is rendered for each sub-image in an adequate resolution and finally the sub-images are put together in order to compose the final image. Therefore we identify edges in the scene and generate masks precisely specifying which part of the image is included in which sub-image. The masks therefore determine which part of the image is rendered in which resolution. A step wise upsampling and merging process then allows optically soft transitions between the different resolution levels. For this paper, the introduced multi-resolution rendering method was implemented and tested on three commonly used lighting methods. These are screen space ambient occlusion, soft shadow mapping and screen space global illumination.
Screen Space Global Illumination as, for example, described by @cite_4 generalizes SSAO to not only dim ambient illumination but also add indirect illumination from other surfaces visible on the screen. The light transport between chosen samples close to a pixel is calculated inducing information from the G-Buffer.
@cite_4
2069476376 2020853194 2412926690 2110635295
Physically plausible illumination at real-time framerates is often achieved using approximations. One popular example is ambient occlusion (AO), for which very simple and efficient implementations are used extensively in production. Recent methods approximate AO between nearby geometry in screen space (SSAO). The key observation described in this paper is, that screen-space occlusion methods can be used to compute many more types of effects than just occlusion, such as directional shadows and indirect color bleeding. The proposed generalization has only a small overhead compared to classic SSAO, approximates direct and one-bounce light transport in screen space, can be combined with other methods that simulate transport for macro structures and is visually equivalent to SSAO in the worst case without introducing new artifacts. Since our method works in screen space, it does not depend on the geometric complexity. Plausible directional occlusion and indirect lighting effects can be displayed for large and fully dynamic scenes at real-time frame rates. Global illumination provides a visual richness not achievable with the direct illumination models used by most interactive applications. To generate global effects, numerous approximations attempt to reduce global illumination costs to levels feasible in interactive contexts. One such approximation, reflective shadow maps, samples a shadow map to identify secondary light sources whose contributions are splatted into eye space. This splatting introduces significant overdraw that is usually reduced by artificially shrinking each splat's radius of influence. This paper introduces a new multiresolution approach for interactively splatting indirect illumination. Instead of reducing GPU fill rate by reducing splat size, we reduce fill rate by rendering splats into a multiresolution buffer. This takes advantage of the low-frequency nature of diffuse and glossy indirect lighting, allowing rendering of indirect contributions at low resolution where lighting changes slowly and at high-resolution near discontinuities. Because this multiresolution rendering occurs on a per-splat basis, we can significantly reduce fill rate without arbitrarily clipping splat contributions below a given threshold-those regions simply are rendered at a coarse resolution. We propose a straightforward and efficient fusion-based method for enhancing weakly illumination images that uses several mature image processing techniques. First, we employ an illumination estimating algorithm based on morphological closing to decompose an observed image into a reflectance image and an illumination image. We then derive two inputs that represent luminance-improved and contrast-enhanced versions of the first decomposed illumination using the sigmoid function and adaptive histogram equalization. Designing two weights based on these inputs, we produce an adjusted illumination by fusing the derived inputs with the corresponding weights in a multi-scale fashion. Through a proper weighting and fusion strategy, we blend the advantages of different techniques to produce the adjusted illumination. The final enhanced image is obtained by compensating the adjusted illumination back to the reflectance. Through this synthesis, the enhanced image represents a trade-off among detail enhancement, local contrast improvement and preserving the natural feel of the image. In the proposed fusion-based framework, images under different weak illumination conditions such as backlighting, non-uniform illumination and nighttime can be enhanced. HighlightsA fusion-based method for enhancing various weakly illuminated images is proposed.The proposed method requires only one input to obtain the enhanced image.Different mature image processing techniques can be blended in our framework.Our method has an efficient computation time for practical applications. Illumination estimation is an important component of color constancy and automatic white balancing. A number of methods of combining illumination estimates obtained from multiple subordinate illumination estimation methods now appear in the literature. These combinational methods aim to provide better illumination estimates by fusing the information embedded in the subordinate solutions. The existing combinational methods are surveyed and analyzed here with the goals of determining: 1) the effectiveness of fusing illumination estimates from multiple subordinate methods; 2) the best method of combination; 3) the underlying factors that affect the performance of a combinational method; and 4) the effectiveness of combination for illumination estimation in multiple-illuminant scenes. The various combinational methods are categorized in terms of whether or not they require supervised training and whether or not they rely on high-level scene content cues (e.g., indoor versus outdoor). Extensive tests and enhanced analyzes using three data sets of real-world images are conducted. For consistency in testing, the images were labeled according to their high-level features (3D stages, indoor outdoor) and this label data is made available on-line. The tests reveal that the trained combinational methods (direct combination by support vector regression in particular) clearly outperform both the non-combinational methods and those combinational methods based on scene content cues.