Fast ray tracing of scenes with unstructured motion
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
Light field propagation and rendering on the GPU
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Real-time global illumination in the CAVE
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Real-time multiple scattering in participating media with illumination networks
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
This paper describes an algorithm that providesreal-time walkthrough for globally illuminated scenesthat contain mixtures of ideal diffuse and specularsurfaces. A type of light field data structure is used forpropagating radiance outward from light emittersthrough the scene, accounting for any kind of L(S|D)*light path. The light field employed is constructed bychoosing a regular point subdivision over ahemisphere, to give a set of directions, and thencorresponding to each direction there is a rectangulargrid of parallel rays. Each rectangular grid of rays isfurther subdivided into rectangular tiles, such thateach tile references a sequence of 2D imagescontaining colour values corresponding to theoutgoing radiances of surfaces intersected by the raysin that tile. This structure is then used for final imagerendering. Propagation times can be very long and thememory requirements very high. This algorithm,however, offers a global illumination solution for real-timewalkthrough even on a single processor.