Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
Computing and verifying depth orders
SCG '92 Proceedings of the eighth annual symposium on Computational geometry
Sorting and hardware assisted rendering for volume visualization
VVS '94 Proceedings of the 1994 symposium on Volume visualization
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Low latency photon mapping using block hashing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A solution to the hidden surface problem
ACM '72 Proceedings of the ACM annual conference - Volume 1
Fast Approximate Quantitative Visibility for Complex Scenes
CGI '98 Proceedings of the Computer Graphics International 1998
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
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Radiosity on graphics hardware
GI '04 Proceedings of the 2004 Graphics Interface Conference
A Virtual Light Field Approach to Global Illumination
CGI '04 Proceedings of the Computer Graphics International
Ray tracing on a stream processor
Ray tracing on a stream processor
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Modeling and Rendering of DPP-Based Light Fields
GMAI '06 Proceedings of the conference on Geometric Modeling and Imaging: New Trends
Presence in response to dynamic visual realism: a preliminary report of an experiment study
Proceedings of the ACM symposium on Virtual reality software and technology
Simulating photon mapping for real-time applications
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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This paper describes an algorithm that provides fast propagation and real-time walkthrough for globally illuminated synthetic scenes. A type of light field data structure is used for propagating radiance outward from emitters through the scene, accounting for any kind of L(S|D) light path. The light field employed is constructed by choosing a regular point subdivision over a hemisphere, to give a set of directions, and then corresponding to each direction there is a rectangular grid of parallel rays. Each rectangular grid of rays is further subdivided into rectangular tiles, such that each tile references a sequence of 2D images containing outgoing radiances of surfaces intersected by the rays in that tile. We present a novel propagation algorithm running entirely on the Graphics Processing Unit (GPU). It is incremental in that it can resolve visibility along a set of parallel rays in O(n) time and can produce a light field for a moderately complex scene - with complex illumination stored in millions of elements - in minutes and for simpler scenes in seconds. It is approximate but gracefully converges to a correct solution as verified by comparing images with path traced counterparts. We show how to render globally lit images directly from the GPU data structure without CPU involvement at real-time frame rates and high resolutions.