Upsampling Indirect Illumination via Specular Lobe Similarity

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Solution Overview

Problem

Existing methods for 3D scene rendering, particularly in real-time applications like games, face challenges in efficiently reproducing specular reflections due to the high computational demands of Global Illumination, especially as display resolutions increase, leading to inconsistencies and poor reproduction of specular effects.

Innovation Solution

The approach involves a two-stage rendering process using deferred rendering, where Global Illumination is calculated at a lower resolution and then upsampling is performed based on the similarity of specular reflection lobes using a weighting function derived from the Bidirectional Reflectance Distribution Function (BRDF) approximated as a spherical Gaussian, allowing for more accurate interpolation of pixel values.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If Global Illumination calculation is performed at high resolution for accurate specular reflection, then image quality is improved, but computational load increases significantly

Engineering Contradiction:
Improveimage qualityVSAvoidcomputational load
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent segments the rendering process into two distinct stages: a first rendering pass that calculates indirect illumination at low resolution, and a second rendering pass that performs upsampling to generate high-resolution output. This segmentation allows the computationally intensive Global Illumination calculation to be performed only at low resolution, while the final high-resolution image is generated through interpolation rather than full recalculation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent transitions from direct spatial resolution calculation to a two-dimensional solution space by performing calculations at low resolution and then upsampling to high resolution. This dimensional approach allows the system to work in a computationally efficient low-resolution space while delivering high-resolution output through mathematical interpolation rather than direct high-resolution computation.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Productivity

If upsampling is performed using conventional weighting parameters, then processing speed is improved, but specular reflection accuracy deteriorates

Engineering Contradiction:
Improveprocessing speedVSAvoidspecular reflection accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies different weighting strategies based on the local characteristics of each pixel. For pixels corresponding to specular reflection components, the system calculates weighting parameters that account for the Bidirectional Reflectance Distribution Function (BRDF), while for diffuse reflection components, conventional weighting approaches are used. This localized differentiation ensures accurate specular reflection reproduction without sacrificing processing efficiency.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent changes the weighting parameters used in upsampling based on the reflection type. Instead of using uniform weighting, the system adjusts the weighting parameters according to the BRDF for specular reflections, thereby adapting the interpolation process to preserve the directional and intensity characteristics of specular highlights while maintaining processing speed.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If resolution is increased to match display apparatus pixels, then image quality is improved, but rendering time increases

Engineering Contradiction:
Improveimage qualityVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent performs preliminary Global Illumination calculation at low resolution before the final rendering stage. By pre-calculating the indirect illumination data at reduced resolution and storing it in a buffer, the system avoids the need to perform full high-resolution Global Illumination calculations during the final rendering pass, thereby significantly reducing rendering time while maintaining image quality through subsequent upsampling.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP2797054B1Rendering of an indirect illumination data buffer
Publication Date: 2018.11.21 SQUARE ENIX HLDG CO LTD
  • EP2797054B1 patent drawingFigure 1
  • EP2797054B1 patent drawingFigure 2
  • EP2797054B1 patent drawingFigure 3

AI summary

An information processing apparatus acquires a low resolution indirect illumination buffer having a resolution less than an indirect illumination buffer information used for specifying a specular reflection direction in a position of an object and a reflection characteristic of the object in a 3D scene corresponding to each pixel of the indirect illumination buffer to be generated. Then it generates an indirect illumination buffer by increasing the resolution of the low resolution indirect illumination buffer. Here the apparatus generates the pixels of the indirect illumination buffer generated by the increase in resolution based on at least the level of similarity of the specular reflection lobes of objects corresponding to the pixels and objects corresponding to the pixels of the low resolution indirect illumination buffer used for the generation of the pixels.