SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Faster photon map global illumination
Journal of Graphics Tools
An anisotropic phong BRDF model
Journal of Graphics Tools
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
A median cut algorithm for light probe sampling
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
ACM SIGGRAPH Asia 2008 papers
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Effects of global illumination approximations on material appearance
ACM SIGGRAPH 2010 papers
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
Sample distribution shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Fast global illumination baking via ray-bundles
SIGGRAPH Asia 2011 Sketches
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Bidirectional instant radiosity
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Global illumination drastically improves visual realism of interactive applications. Although many interactive techniques are available, they have some limitations or employ coarse approximations. For example, general instant radiosity often has numerical error, because the sampling strategy fails in some cases. This problem can be reduced by a bidirectional sampling strategy that is often used in off-line rendering. However, it has been complicated to implement in real-time applications. This paper presents a simple real-time global illumination system based on bidirectional path tracing. The proposed system approximates bidirectional path tracing by using rasterization on a commodity DirectX® 11 capable GPU. Moreover, for glossy surfaces, a simple and efficient artifact suppression technique is also introduced.