Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Wavelet importance sampling: efficiently evaluating products of complex functions
ACM SIGGRAPH 2005 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
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
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
Cascaded light propagation volumes for real-time indirect illumination
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
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Bidirectional importance sampling for direct illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Two stage importance sampling for direct lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Efficient wavelet rotation for environment map rendering
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Toward practical real-time photon mapping: efficient GPU density estimation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Axis-aligned filtering for interactive physically-based diffuse indirect lighting
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Factorized point based global illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
We present a practical importance-driven method for GPU-based final gathering. We take as input a point cloud representing directly illuminated scene geometry; we then project and splat the points to microbuffers, which store each shading pixel's occluded radiance field. We select points for projection based on importance, defined as each point's estimated contribution to a shading pixel. For each selected point, we calculate its splat size adaptively based on its importance value. The main advantage of our method is that it's simple and fast, and provides the capability to incorporate additional importance factors such as glossy reflection paths. We also introduce an image-space adaptive sampling method, which combines adaptive image subdivision with joint bilateral upsampling to robustly preserve fine details. We have implemented our algorithm on the GPU, providing high-quality rendering for dynamic scenes at near interactive rates.