Runtime implementation of modular radiance transfer

  • Authors:
  • Brad Loos;Lakulish Antani;Kenny Mitchell;Derek Nowrouzezahrai;Wojciech Jarosz;Peter-Pike Sloan

  • Affiliations:
  • University of Utah;UNC Chapel Hill;Disney Interactive Studios;Disney Research Zürich;Disney Research Zürich;Disney Interactive Studios

  • Venue:
  • ACM SIGGRAPH 2011 Talks
  • Year:
  • 2011

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Abstract

Real-time rendering of indirect lighting significantly enhances the sense of realism in video games. Unfortunately, previously including such effects often required time consuming scene dependent precomputation and heavy runtime computations unsuitable for low-end devices, such as mobile phones or game consoles. Modular Radiance Transfer (MRT) [Loos et al. 2011] is a recent technique that computes approximate direct-to-indirect transfer [Hašan et al. 2006; Kontkanen et al. 2006; Lehtinen et al. 2008] by warping and combining light transport, in real-time, from a small library of simple shapes. This talk focusses on implementation issues of the MRT technical paper, including how our run time is designed to scale across many different platforms, from iPhones to modern GPUs.