ABSTRACT
This paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data sampling and interpolation on the GPU. We start with raytraced shading points and partition them into coherent shading clusters using adaptive seeding followed by k-means. At each cluster center we apply final gather to evaluate its incident irradiance using GPU-based photon mapping. We approximate the entire photon tree as a compact illumination cut, thus reducing the final gather cost for each ray. The sampled irradiance values are then interpolated at all shading points to produce rendering. Our method exploits the spatial coherence of illumination to reduce sampling cost. We sample sparsely and the distribution of sample points conforms with the underlying illumination changes. Therefore our method is both fast and preserves high rendering quality. Although the same property has been exploited by previous caching and adaptive sampling methods, these methods typically require sequential computation of sample points, making them ill-suited for the GPU. In contrast, we select sample points adaptively in a single pass, enabling parallel computation. As a result, our algorithm runs entirely on the GPU, achieving interactive rates for scenes with complex illumination effects.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
 |
1
|
|
 |
2
|
|
 |
3
|
|
| |
4
|
Gautron, P., Křivánek, J., Bouatouch, K., and Pattanaik, S. N. 2005. Radiance cache splatting: A GPU-friendly global illumination algorithm. In Proc. EGSR '05, 55--64.
|
| |
5
|
Hachisuka, T. 2005. GPU Gems 2 --- High-Quality Global Illumination Rendering Using Rasterization. 615--634.
|
| |
6
|
Harris, M., Sengupta, S., and Owens, J. 2007. GPU Gems 3 --- Parallel Prefix Sum (Scan) with CUDA. 851--876.
|
 |
7
|
|
 |
8
|
|
 |
9
|
|
| |
10
|
|
 |
11
|
|
| |
12
|
|
| |
13
|
|
| |
14
|
Nijasure, M., Pattanaik, S. N., and Goel, V. 2005. Real-time global illumination on GPUs. Journal of Graphics Tools 10, 2, 55--71.
|
| |
15
|
Timothy J. Purcell , Craig Donner , Mike Cammarano , Henrik Wann Jensen , Pat Hanrahan, Photon mapping on programmable graphics hardware, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, July 26-27, 2003, San Diego, California
|
 |
16
|
|
 |
17
|
|
 |
18
|
Larry Seiler , Doug Carmean , Eric Sprangle , Tom Forsyth , Michael Abrash , Pradeep Dubey , Stephen Junkins , Adam Lake , Jeremy Sugerman , Robert Cavin , Roger Espasa , Ed Grochowski , Toni Juan , Pat Hanrahan, Larrabee: a many-core x86 architecture for visual computing, ACM Transactions on Graphics (TOG), v.27 n.3, August 2008
|
 |
19
|
|
 |
20
|
|
 |
21
|
|
| |
22
|
Ingo Wald , Thomas Kollig , Carsten Benthin , Alexander Keller , Philipp Slusallek, Interactive global illumination using fast ray tracing, Proceedings of the 13th Eurographics workshop on Rendering, June 26-28, 2002, Pisa, Italy
|
| |
23
|
Walter, B., Drettakis, G., and Parker, S. 1999. Interactive rendering using the render cache. In Proc. Eurographics Workshop on Rendering, 235--246.
|
 |
24
|
|
 |
25
|
|
 |
26
|
|
 |
27
|
|
|