Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 courses
Interactive Global Illumination Using Implicit Visibility
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
I3D '11 Symposium on Interactive 3D Graphics and Games
Spatio-Temporal Filtering of Indirect Lighting for Interactive Global Illumination
Computer Graphics Forum
Selective Inspection and Interactive Visualization of Light Transport in Virtual Scenes
Computer Graphics Forum
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Global illumination is an important factor in creating realistic scenes and provides visual cues for understanding scene geometry. However, global illumination is very costly and only recently has it become viable to render scenes with global-illumination effects at interactive frame rates by exploiting the parallelism and programmability of modern GPUs. This course provides a concise overview of recent GPU-based global-illumination techniques that support fully dynamic scenes, compares them, and discusses their various strengths and weaknesses. After introducing the necessary foundation (rendering equation, direct vs. indirect illumination, etc.), the course summarizes the three main streams of real-time global illumination techniques: virtual point lights, screen-space techniques, and hierarchical finite elements.