Title: Stochastic Light Culling

Authors: Yusuke Tokuyoshi (Square Enix), Takahiro Harada (AMD)


Overview

The paper introduces a novel unbiased light culling technique for rendering scenes with many light sources, particularly virtual point lights (VPLs). Traditional methods like tiled lighting with clamped light ranges introduce bias and darkening artifacts. The proposed method uses stochastic sampling via Russian roulette to determine light influence ranges, achieving sublinear shading cost and unbiased results.


Key Contributions

  1. Stochastic Fall-off Function:
    • Replaces deterministic clamping with a probabilistic approach.
    • Uses Russian roulette to decide whether a light contributes to a shading point.
    • Ensures unbiased estimation of radiance.
  2. Sublinear Shading Cost:
    • Light evaluation cost per shading point becomes sublinear with respect to the total number of lights.
    • Controlled via a user-specified error bound.
  3. Integration with Tiled Lighting:
    • Demonstrates how stochastic light culling can be integrated into tiled lighting frameworks (e.g., Forward+, clustered shading).
    • Achieves real-time performance with tens of thousands of VPLs.
  4. Point Cloud Culling for Imperfect Shadow Maps (ISMs):
    • Accelerates ISM rendering by culling invisible points based on stochastic light ranges.
    • Reduces splatting cost in ISM generation.
  5. Extension to Path Tracing:
    • Introduces a bounding sphere tree for light culling in progressive path tracing.
    • Supports area lights and multi-bounce global illumination.
    • Implements GPU optimizations to reduce divergence and memory usage.

Technical Details

1. Stochastic Fall-off Function

2. Error Bound-Based Control

3. Tiled Lighting Integration

4. Point Cloud Culling for ISMs

5. Path Tracing with Bounding Sphere Tree


Experimental Results


Limitations & Future Work