Toward practical real-time photon mapping: efficient GPU density estimation

  • Authors:
  • Michael Mara;David Luebke;Morgan McGuire

  • Affiliations:
  • NVIDIA & Williams College;NVIDIA;NVIDIA & Williams College

  • Venue:
  • Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
  • Year:
  • 2013

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Abstract

We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality.