The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Texture and reflection in computer generated images
Communications of the ACM
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Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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A ray tracing solution for diffuse interreflection
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Radiance cache splatting: a GPU-friendly global illumination algorithm
ACM SIGGRAPH 2008 classes
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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We present a system based on commodity graphics hardware for computing global illumination in dynamic scenes at interactive rates. We designed a progressive global illumination algorithm specifically to take advantage of current graphics hardware features. Our algorithm simulatesthe transport of light in synthetic environments by following the light emitted from the light source(s) through its multiple bounces on the surfaces of the scene. The entire algorithm runs on ATI's Radeon 9700 using vertex and fragment shaders, allowing us to compute and display a global illumination solution for reasonably complex scenes with moving objects and moving lights in approximately 250 milliseconds (4 frames per second).