SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Global illumination using local linear density estimation
ACM Transactions on Graphics (TOG)
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Low latency photon mapping using block hashing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive headlight simulation: a case study of interactive distributed ray tracing
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive global illumination using selective photon tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Fast Global Illumination Including Specular Effects
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Practical parallel rendering
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Interactive global illumination in dynamic participating media using selective photon tracing
Proceedings of the 21st spring conference on Computer graphics
Interactive global illumination in dynamic participating media using selective photon tracing
Proceedings of the 21st spring conference on Computer graphics
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Interactive Approximate Rendering of Reflections, Refractions, and Caustics
IEEE Transactions on Visualization and Computer Graphics
Realtime ray tracing for current and future games
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Parallel selective rendering of high-fidelity virtual environments
Parallel Computing
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
Eikonal rendering: efficient light transport in refractive objects
ACM SIGGRAPH 2007 papers
A ray tracing solution for diffuse interreflection
ACM SIGGRAPH 2007 courses
Radiance cache splatting: a GPU-friendly global illumination algorithm
ACM SIGGRAPH 2008 classes
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
GPU-based refraction and caustics rendering on depth textures
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
A parallel image generation algorithm based on photon map partitioning
CGIM '08 Proceedings of the Tenth IASTED International Conference on Computer Graphics and Imaging
Real-time caustics in dynamic scenes with multiple directional lights
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Interactively rendering dynamic caustics on GPU
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Stochastic Progressive Photon Mapping for Dynamic Scenes
Computer Graphics Forum
Efficient and accurate rendering of complex light sources
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Interactive global photon mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive screen-space accurate photon tracing on GPUs
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Accelerating the irradiance cache through parallel component-based rendering
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
High-fidelity rendering of animations on the grid: a case study
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
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With the advancements in realtime ray tracing and new global illumination algorithms we are now able to render the most important illumination effects at interactive rates. One of the major remaining issues is the fast and efficient simulation of caustic illumination, such as e.g. the illumination from a car headlight. The photon mapping algorithm is a simple and robust approach that generates high-quality results and is the preferred algorithm for computing caustic illumination. However, photon mapping has a number of properties that make it rather slow on today's processors. Photon mapping has also been notoriously difficult to parallelize efficiently. In this paper, we present a detailed analysis of the performance issues of photon mapping together with significant performance improvements for all aspects of the photon mapping technique. The solution forms a complete framework for realtime photon mapping that efficiently combines realtime ray tracing, optimized and improved photon mapping algorithms, and efficient parallelization across commodity PCs. The presented system achieves realtime photon mapping performance of up to 22 frames per second on non-trivial scenes, while still allowing for interactively updating all aspects of the scene, including lighting, material properties, and geometry.