Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A practical guide to global illumination using ray tracing and photon mapping
ACM SIGGRAPH 2004 Course Notes
Ray tracing on programmable graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Practical global illumination with irradiance caching
ACM SIGGRAPH 2008 classes
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Interactive global photon mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Implementing irradiance cache in a GPU realistic renderer
Transactions on Computational Science XIX
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This work presents an approach for biased photorealistic rendering on graphics processor units (GPUs). The key idea of the approach is to combine irradiance caching with coherent adaptive path tracing.