Speeding up the virtual light sources algorithm

  • Authors:
  • István Lazányi;László Szirmay-Kalos

  • Affiliations:
  • Budapest University of Technology and Economics;Budapest University of Technology and Economics

  • Venue:
  • Proceedings of the 20th spring conference on Computer graphics
  • Year:
  • 2004

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Abstract

The classical virtual light sources algorithm enables us to reuse complete shooting paths at the cost of a single shadow ray per pixel, thus it can solve the rendering equation efficiently. This paper proposes two techniques to speed up this algorithm. Since the tracing of the shadow rays is rather computation-intensive, it seems to be reasonable to trace them only where it is necessary. Firstly, the proposed method evaluates the contribution of the virtual sources without taking care of the visibility factor. Then, for each of these partially evaluated samples, we only complete the evaluation (by tracing the shadow ray), if the sample can have a significant effect on the result. Since the contributions can be computed independently of the visibility tests, we can utilize the computing power of the graphics card to increase performance. Namely, we shall discuss how the partially evaluated samples can be obtained quickly by the graphics card without increasing the load of the CPU.