{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T04:09:49Z","timestamp":1750219789663,"version":"3.41.0"},"reference-count":41,"publisher":"Association for Computing Machinery (ACM)","issue":"1","license":[{"start":{"date-parts":[[2023,5,12]],"date-time":"2023-05-12T00:00:00Z","timestamp":1683849600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/501100003816","name":"Huawei Technologies","doi-asserted-by":"publisher","id":[{"id":"10.13039\/501100003816","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Comput. Graph. Interact. Tech."],"published-print":{"date-parts":[[2023,5,12]]},"abstract":"<jats:p>In this paper, we propose a first and efficient ray allocation technique for Dynamic Diffuse Global Illumination (DDGI) using Multiple Importance Sampling (MIS). Our technique, IS-DDGI, extends DDGI by incorporating a set of importance-based ray strategies that analyze, allocate, and manage ray resources on the GPU. We combine these strategies with an adaptive historical and temporal frame-to-frame analysis for an effective reuse of information and a set of GPU-based optimizations for speeding up ray allocation and reducing memory bandwidth. Our IS-DDGI achieves similar visual quality to DDGI with a speedup of 1.27x to 2.47x in total DDGI time and 3.29x to 6.64x in probes ray tracing time over previous technique [Majercik et al. 2021]. Most speedup of IS-DDGI comes from probes ray tracing speedup.<\/jats:p>","DOI":"10.1145\/3585500","type":"journal-article","created":{"date-parts":[[2023,5,16]],"date-time":"2023-05-16T17:05:34Z","timestamp":1684256734000},"page":"1-20","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["Importance-Based Ray Strategies for Dynamic Diffuse Global Illumination"],"prefix":"10.1145","volume":"6","author":[{"ORCID":"https:\/\/orcid.org\/0009-0001-9218-7831","authenticated-orcid":false,"given":"Zihao","family":"Liu","sequence":"first","affiliation":[{"name":"Huawei Technologies Canada Co., Ltd., Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0009-0008-5205-7021","authenticated-orcid":false,"given":"Jing","family":"Huang","sequence":"additional","affiliation":[{"name":"Huawei Technologies Canada Co., Ltd., Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-1868-993X","authenticated-orcid":false,"given":"Allan","family":"Rocha","sequence":"additional","affiliation":[{"name":"Huawei Technologies Canada Co., Ltd., Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0009-0004-7731-9914","authenticated-orcid":false,"given":"Jim","family":"Malmros","sequence":"additional","affiliation":[{"name":"Huawei Technologies Canada Co., Ltd., Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0009-0003-1386-465X","authenticated-orcid":false,"given":"Jerry","family":"Zhang","sequence":"additional","affiliation":[{"name":"Huawei Technologies Canada Co., Ltd., Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2023,5,16]]},"reference":[{"key":"e_1_2_3_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/166117.166131"},{"volume-title":"Interactive Light Map and Irradiance","author":"Apers Diede","key":"e_1_2_3_2_1","unstructured":"Diede Apers, Petter Edblom, Charles de Rousiers, and S\u00e9bastien Hillaire. 2019. Interactive Light Map and Irradiance Volume Preview in Frostbite. In Ray Tracing Gems. Springer, 377--407."},{"key":"e_1_2_3_3_1","unstructured":"OpenGL ARB. 2022. GLSL. https:\/\/www.khronos.org\/opengl\/wiki\/Core_Language_(GLSL)"},{"key":"e_1_2_3_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/3386569.3392481"},{"key":"e_1_2_3_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/383259.383309"},{"key":"e_1_2_3_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/3182159"},{"key":"e_1_2_3_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/3182162"},{"key":"e_1_2_3_8_1","article-title":"A Survey of Efficient Representations for Independent Unit Vectors","volume":"3","author":"Cigolle Zina H.","year":"2014","unstructured":"Zina H. Cigolle, Sam Donow, Daniel Evangelakos, Michael Mara, Morgan McGuire, and Quirin Meyer. 2014. A Survey of Efficient Representations for Independent Unit Vectors. Journal of Computer Graphics Techniques (JCGT) 3, 2 (17 April 2014), 1--30. http:\/\/jcgt.org\/published\/0003\/02\/01\/","journal-title":"Journal of Computer Graphics Techniques (JCGT)"},{"key":"e_1_2_3_9_1","unstructured":"Michael F Cohen John R Wallace and Pat Hanrahan. 1993. Radiosity and realistic image synthesis. Morgan Kaufmann."},{"key":"e_1_2_3_10_1","unstructured":"NVIDIA Developers. 2022a. NVIDIA Real Time Denoiser. https:\/\/developer.nvidia.com\/rtx\/ray-tracing\/rt-denoisers"},{"key":"e_1_2_3_11_1","unstructured":"NVIDIA Developers. 2022b. NVIDIA RTX Direct Illumination. https:\/\/developer.nvidia.com\/rtx\/ray-tracing\/rtxdi"},{"key":"e_1_2_3_12_1","unstructured":"NVIDIA Developers. 2022c. NVIDIA RTX Global Illumination. https:\/\/developer.nvidia.com\/rtx\/ray-tracing\/rtxgi"},{"key":"e_1_2_3_13_1","doi-asserted-by":"publisher","DOI":"10.1214\/18-STS668"},{"key":"e_1_2_3_14_1","doi-asserted-by":"publisher","DOI":"10.1145\/3182161"},{"key":"e_1_2_3_15_1","doi-asserted-by":"publisher","DOI":"10.1145\/3182160"},{"key":"e_1_2_3_16_1","doi-asserted-by":"publisher","DOI":"10.1109\/38.656788"},{"key":"e_1_2_3_17_1","volume-title":"Volumetric global illumination at Treyarch. Advances in Real-Time Rendering","author":"Hooker John T","year":"2016","unstructured":"John T Hooker. 2016. Volumetric global illumination at Treyarch. Advances in Real-Time Rendering (2016)."},{"key":"e_1_2_3_18_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00371-021-02197-0"},{"key":"e_1_2_3_19_1","volume-title":"DDISH-GI: Dynamic Distributed Spherical Harmonics Global Illumination. In Computer Graphics International Conference. Springer, 433--451","author":"Ikkala Julius","year":"2021","unstructured":"Julius Ikkala, Petrus Kivi, Joel Alanko, Markku M\u00e4kitalo, and Pekka J\u00e4\u00e4skel\u00e4inen. 2021. DDISH-GI: Dynamic Distributed Spherical Harmonics Global Illumination. In Computer Graphics International Conference. Springer, 433--451."},{"key":"e_1_2_3_20_1","doi-asserted-by":"publisher","DOI":"10.2312\/EGWR"},{"key":"e_1_2_3_21_1","unstructured":"Khronos. 2020. Ray Tracing In Vulkan. https:\/\/www.khronos.org\/blog\/ray-tracing-in-vulkan"},{"key":"e_1_2_3_22_1","doi-asserted-by":"publisher","DOI":"10.1145\/3180495"},{"key":"e_1_2_3_23_1","doi-asserted-by":"publisher","DOI":"10.1109\/ACCESS.2021.3109663"},{"key":"e_1_2_3_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/2461912.2461943"},{"key":"e_1_2_3_25_1","doi-asserted-by":"publisher","DOI":"10.1145\/2448196.2448210"},{"key":"e_1_2_3_26_1","unstructured":"LunarG. 2022. Vulkan SDK. https:\/\/www.lunarg.com\/vulkan-sdk\/"},{"key":"e_1_2_3_27_1","article-title":"Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields","volume":"8","author":"Majercik Zander","year":"2019","unstructured":"Zander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, and Morgan McGuire. 2019. Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields. Journal of Computer Graphics Techniques (JCGT) 8, 2 (5 June 2019), 1--30. http:\/\/jcgt.org\/published\/0008\/02\/01\/","journal-title":"Journal of Computer Graphics Techniques (JCGT)"},{"key":"e_1_2_3_28_1","volume-title":"Scaling Probe-Based Real-Time Dynamic Global Illumination for Production. arXiv preprint arXiv:2009.10796","author":"Majercik Zander","year":"2020","unstructured":"Zander Majercik, Adam Marrs, Josef Spjut, and Morgan McGuire. 2020. Scaling Probe-Based Real-Time Dynamic Global Illumination for Production. arXiv preprint arXiv:2009.10796 (2020)."},{"key":"e_1_2_3_29_1","volume-title":"Dynamic Diffuse Global Illumination Resampling. In ACM SIGGRAPH 2021 Talks. 1--2.","author":"Majercik Zander","year":"2021","unstructured":"Zander Majercik, Thomas M\u00fcller, Alexander Keller, Derek Nowrouzezahrai, and Morgan McGuire. 2021. Dynamic Diffuse Global Illumination Resampling. In ACM SIGGRAPH 2021 Talks. 1--2."},{"key":"e_1_2_3_30_1","doi-asserted-by":"publisher","DOI":"10.1145\/3023368.3023378"},{"key":"e_1_2_3_31_1","doi-asserted-by":"publisher","DOI":"10.1145\/3384382.3384534"},{"key":"e_1_2_3_32_1","unstructured":"NVIDIA. 2021. RTXGI Math Guide. https:\/\/github.com\/NVIDIAGameWorks\/RTXGI\/blob\/main\/docs\/Math.md"},{"volume-title":"Computer Graphics Forum","author":"Ouyang Yaobin","key":"e_1_2_3_33_1","unstructured":"Yaobin Ouyang, Shiqiu Liu, Markus Kettunen, Matt Pharr, and Jacopo Pantaleoni. 2021. ReSTIR GI: Path Resampling for Real-Time Path Tracing. In Computer Graphics Forum, Vol. 40. Wiley Online Library, 17--29."},{"key":"e_1_2_3_34_1","doi-asserted-by":"publisher","DOI":"10.1145\/383259.383317"},{"volume-title":"Computer graphics forum","author":"Ritschel Tobias","key":"e_1_2_3_35_1","unstructured":"Tobias Ritschel, Carsten Dachsbacher, Thorsten Grosch, and Jan Kautz. 2012. The state of the art in interactive global illumination. In Computer graphics forum, Vol. 31. Wiley Online Library, 160--188."},{"key":"e_1_2_3_36_1","unstructured":"Vulkan Subgroup. 2018. Vulkan Subgroup Tutorial. https:\/\/www.khronos.org\/blog\/vulkan-subgroup-tutorial"},{"key":"e_1_2_3_37_1","doi-asserted-by":"publisher","DOI":"10.2312\/egp.20211026"},{"key":"e_1_2_3_39_1","doi-asserted-by":"publisher","DOI":"10.1145\/218380.218498"},{"key":"e_1_2_3_40_1","doi-asserted-by":"publisher","DOI":"10.1145\/3306131.3317024"},{"key":"e_1_2_3_41_1","unstructured":"Daniel Wright. 2021. Radiance Caching for Real-Time Global Illumination. http:\/\/advances.realtimerendering.com\/s2021\/index.html"},{"key":"e_1_2_3_42_1","volume-title":"Fast probe-leaking elimination using mask decomposition. The Visual Computer","author":"Zhou Jixiang","year":"2022","unstructured":"Jixiang Zhou, Yanzhen Chen, Yuanheng Li, Shun Cao, Yu Wu, and Xiaogang Jin. 2022. Fast probe-leaking elimination using mask decomposition. The Visual Computer (2022), 1--10."}],"container-title":["Proceedings of the ACM on Computer Graphics and Interactive Techniques"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3585500","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3585500","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T16:37:56Z","timestamp":1750178276000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3585500"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2023,5,12]]},"references-count":41,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2023,5,12]]}},"alternative-id":["10.1145\/3585500"],"URL":"https:\/\/doi.org\/10.1145\/3585500","relation":{},"ISSN":["2577-6193"],"issn-type":[{"type":"electronic","value":"2577-6193"}],"subject":[],"published":{"date-parts":[[2023,5,12]]},"assertion":[{"value":"2023-05-16","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}