Konstantin Vostryakov PhD

Константин Востряков к.ф.м.н.

k.vostryakov@gmail.com


Rendering. Ray Tracing. Global Illumination.
Research. Design. Coding.




Publications


Effective lighting calculations with high specular complexity (In Russian)  // Труды 20-ой международная конференции по компьютерной графике и зрению, Санкт-Петербург, ИТМО, 2010

The paper is devoted to modification of stochastic progressive photon mapping which allows to efficiently perform lighting calculation in scenes with dozens of specular interreflections. Such scenes are very important in light guide optics.

"Coherent algorithms for realistic image synthesis" («Когерентные алгоритмы синтеза реалистичных изображений»). PhD Thesis. Keldysh Institute of Applied Math. Moscow. Dec 2009. Abstract in Russian.


High-frequency radiance cache (In Russian)  // Труды 19-ой международная конференции по компьютерной графике и зрению, МГУ, 2009

The paper is devoted to a new radiance cache algorithm based on reprojection. By sparsely sampling, caching and reprojecting incident radiance, we significantly reduce number of traced rays and shading calculations. In opposite to previous cache methods, our method is able to handle highfrequency BRDF and lightings. The method is intended for final gathering in radiosity or photon mapping algorithms. Our method is faster than a MonteCarlo BRDF importance sampling and able to compete with it by quality.


The Use of Coherent Ray Tracing for Physically Accurate Rendering // Programming and Computer Software, Vol. 34, No. 5,  2008
As the power of modern microprocessors increases, the coherent ray tracing becomes increasingly popular in computer graphics because the use of SIMD instructions considerably speeds up this operation. However, after speeding up ray tracing, it turns out that other algorithms for physically accurate rendering, such as the calculation of illumination or application of texture, etc., become a bottleneck in improving the performance. In this paper, a coherent physically accurate rendering algorithm is proposed that makes use of SIMD instructions of modern processors at each stage of the image generation. Coherent algorithms for the calculation of illumination and materials, for antialiasing, and for tone mapping are presented. The comparison of the execution time of coherent and incoherent algorithms using benchmark scenes showed that the former are considerably faster.

"A new hierarchical basis for hemisphere lighting". Graphicon 2008 proceedings. (In Russian)

The paper is devoted to a new hierarchical basis for hemisphere lighting. The basis allows performing fast convolution and fast projection to the basis. Due to quad-tree nature it is capable to represent all-frequency hemisphere functions. It is useful for computation of illumination by ray tracing from a HDRI environment. We achieved few order of magnitude acceleration of convolution from native implementation. The convolution algorithm allows efficient implementation via SSE instructions. Keywords : quad-tree, ray tracing, hemisphere basis, HDRI environment, SSE

"Antialiasing algorithm for a SSE 4-ray ray tracing". Graphicon 2007 proceedings. (In Russian)

The paper is devoted to new adaptive antialiasing algorithm with using 4-ray SSE ray tracing. Each time detecting large image variation, we try to shoot 4 new rays rather than trace individual rays. Proposed method uses SSE mask of neighbor rays color variation as an index in discontinuity zones table. In such way we detect regions with large variation fast. We achieved 1.5 – 2 rays per pixel with antialiasing quality about 25 uniform rays per pixel.  Keywords: Antialiasing, coherent ray tracing, SSE.

 

"Optimized Simulation of Global Illumination". Diploma work. Tomsk State University. 2006. (In Russian)

"Global Illumination via octree texture". Graphicon 2006 proceedings. (In Russian)
The paper is devoted to final gathering acceleration in photon map method. The final gathering consist of ray tracing and irradiance query from photon map. Kd-tree for geometry and fast ray-triangle intersection algorithm allow to achieve ray tracing performance on the order of 1M ray/s. Therefore a irradiance query from photon map must be fast too. Search in photon map kd-tree slower in several times than ray tracing, therefore author suggest to use a octree texture. It provides to speed ups irradiance query on the order of 10× and accelerates final gathering in 3 times. Besides author suggest method, which allows to store a photons to octree texture without using photon map kd-tree.