This document summarizes a research paper about an efficient GPU-based approach for interactive global illumination. The method builds on scattered data sampling and interpolation on the GPU. It starts by raytracing shading points and clustering them using adaptive seeding and k-means. It then applies final gathering at cluster centers using GPU-based photon mapping to efficiently evaluate incident irradiance. The sampled irradiance values are interpolated at all shading points to produce the rendering. This method exploits spatial coherence to reduce sampling costs and runs entirely on the GPU for interactive rates even with complex illumination effects.
This document summarizes a research paper about an efficient GPU-based approach for interactive global illumination. The method builds on scattered data sampling and interpolation on the GPU. It starts by raytracing shading points and clustering them using adaptive seeding and k-means. It then applies final gathering at cluster centers using GPU-based photon mapping to efficiently evaluate incident irradiance. The sampled irradiance values are interpolated at all shading points to produce the rendering. This method exploits spatial coherence to reduce sampling costs and runs entirely on the GPU for interactive rates even with complex illumination effects.
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This document summarizes a research paper about an efficient GPU-based approach for interactive global illumination. The method builds on scattered data sampling and interpolation on the GPU. It starts by raytracing shading points and clustering them using adaptive seeding and k-means. It then applies final gathering at cluster centers using GPU-based photon mapping to efficiently evaluate incident irradiance. The sampled irradiance values are interpolated at all shading points to produce the rendering. This method exploits spatial coherence to reduce sampling costs and runs entirely on the GPU for interactive rates even with complex illumination effects.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOCX, PDF, TXT or read online from Scribd
Efficient GPU-based Approach for Interactive Global Illumination”. They are talking about a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflection, caustics and arbitrary specular paths. Their method builds upon scattered data sampling and interpolation on the GPU. They start with raytraced shading points and Figure 1: Global illumination result rendered using our partition them into coherent shading cluster algorithm. The user can dynamically manipulate any part of the scene, including lighting, viewpoint, using adaptive seeding followed by k-means. materials, and geometry, at 1.5 fps. At each cluster center they apply final gather indirect lighting, caustics and complex surface to evaluate its incident irradiance using GPU- reflections are important visual cues for the based photon mapping. Their entire photon perception of photorealism in synthesized tree as a compact illumination cut. That’s why images. The conventional CPU-based it reduces the final gather cost for each ray. algorithms the simulation costs of such effects The sampled irradiance values are then are often too high to permit dynamic interpolated at all shading points to produce interaction, where the user can rendering. Their method exploits the spatial simultaneously change the lighting, viewpoint, coherence of illumination to reduce sampling materials and geometry and expect accurate cost. They sample sparsely and the real-time feedbacks of such changes. With distribution of sample points conforms to the the rapidly increasing computation power of underlying illumination changes. Their modern GPUs much attention has been paid method is both fast and preserves high to exploiting the GPU to achieve interactive rendering quality. Although the same global illumination. property has been exploited by previous caching and adaptive sampling methods, Existing methods typically focus on a very these methods typically require sequential limited set of illumination effects. For computation of sample points, making them instance, GPU-based ambient occlusion, ill-suited for the GPU. In contrast, they select author Shanmugam and Arikan,proposed a sample points adaptively in a single pass, method on visually pleasant ambient enabling parallel computation. As a result occlusion approximation running on real-time their algorithm runs entirely on the GPU, graphics hardware. This method is a multi- achieving interactive rates for scenes with pass algorithm that separates the ambient complex illumination effects. occlusion problem into high-frequency, detailed ambient occlusion and low- frequency, distant ambient occlusion Introduction: domains, both capable of running independently and in parallel. It’s simulates In computer graphics research interactive global shadowing effects but ignores computation of global illumination is a major interreflections. Imperfect Shadow Maps for challenge. Effect such as multi-bounce Efficient Computation of Indirect Illumination author T.Ritschel, T. Grosch, M.H. Kim, H- P.Seidel, C.Dachsbacher, J.Kautz, proposed a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. This approach based on instant radiosity and shadow mapping compute single-bounce indirect lighting but ignore caustics and multibounce interreflections.