The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Fast light-map computation with virtual polygon lights
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In interactive applications such as video games, light maps are often used to generate realistic images. However, baking light maps is time consuming because it is necessary to compute global illumination. This sketch presents a simple and fast rendering system for light maps. Our system exploits ray-bundles on DirectX®11 capable GPUs and outperforms ray tracing based methods. Furthermore, it supports tessellation for DirectX 11 games.