SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A hierarchical illumination algorithm for surfaces with glossy reflection
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Efficient radiosity rendering using textures and bicubic reconstruction
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Radiosity and Global Illumination
Radiosity and Global Illumination
Fast texture-based form factor calculations for radiosity using graphics hardware
Journal of Graphics Tools
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Advanced Global Illumination
Global illumination animation with random radiance representation
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Radiosity on graphics hardware
GI '04 Proceedings of the 2004 Graphics Interface Conference
Data-parallel hierarchical link creation for radiosity
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
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This paper presents an algorithm for the glossy global illumination problem, which runs on the Graphics Processing Unit (GPU). In order to meet the architectural limitations of the GPU, we apply randomization in the iteration scheme. Randomization allows to use that set of the possible light interactions, which can be efficiently computed by the GPU, and makes it unnecessary to read back the result to the CPU. Instead of tessellating the surface geometry, the radiance is stored in texture space, and is updated in each iteration. The visibility problem is solved by hardware shadow mapping after hemicube projection. The shooter of the iteration step is selected by a custom mipmapping scheme, realizing approximate importance sampling. The variance is further reduced by partial analytic integration.