Vector models for data-parallel computing
Vector models for data-parallel computing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Radiosity on graphics hardware
GI '04 Proceedings of the 2004 Graphics Interface Conference
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Stochastic glossy global illumination on the GPU
Proceedings of the 21st spring conference on Computer graphics
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Advanced Global Illumination
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
Interactive Global Illumination Using Implicit Visibility
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Fast, parallel, GPU-based construction of space filling curves and octrees
Proceedings of the 2008 symposium on Interactive 3D graphics and games
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
ACM SIGGRAPH Asia 2008 papers
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
High-performance Monte Carlo radiosity on GPU based on scene partitioning
Microprocessors & Microsystems
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
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The efficient simulation of mutual light exchange for radiosity-like methods has been demonstrated on GPUs. However, those approaches require a suitable set of links and hierarchical data structures, prepared in an expensive preprocessing step. We present a fast, data-parallel method to create links and a compact tree of patches. We demonstrate our approach for Antiradiance and Implicit Visibility. Our algorithm is able to create up to 50 M links per second on an Nvidia GTX 260, allowing fully dynamic scenes at interactive frame rates.