Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Advanced Global Illumination
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Data-parallel hierarchical link creation for radiosity
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
Volumetric modeling with diffusion surfaces
ACM SIGGRAPH Asia 2010 papers
Edge-avoiding À-Trous wavelet transform for fast global illumination filtering
Proceedings of the Conference on High Performance Graphics
I3D '11 Symposium on Interactive 3D Graphics and Games
Adaptive sampling and reconstruction using greedy error minimization
Proceedings of the 2011 SIGGRAPH Asia Conference
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Reconstructing the indirect light field for global illumination
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Pre-convolved Radiance Caching
Computer Graphics Forum
Quantized Point-Based Global Illumination
Computer Graphics Forum
Adaptive rendering with non-local means filtering
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Fast light-map computation with virtual polygon lights
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Axis-aligned filtering for interactive physically-based diffuse indirect lighting
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Factorized point based global illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Recent approaches to global illumination for dynamic scenes achieve interactive frame rates by using coarse approximations to geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality global illumination renderings of complex scenes are still limited to methods based on ray tracing. While conceptually simple, these techniques are computationally expensive. We present an efficient and scalable method to compute global illumination solutions at interactive rates for complex and dynamic scenes. Our method is based on parallel final gathering running entirely on the GPU. At each final gathering location we perform micro-rendering: we traverse and rasterize a hierarchical point-based scene representation into an importance-warped micro-buffer, which allows for BRDF importance sampling. The final reflected radiance is computed at each gathering location using the micro-buffers and is then stored in image-space. We can trade quality for speed by reducing the sampling rate of the gathering locations in conjunction with bilateral upsampling. We demonstrate the applicability of our method to interactive global illumination, the simulation of multiple indirect bounces, and to final gathering from photon maps.