Abstract | ||
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We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality. |
Year | DOI | Venue |
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2013 | 10.1145/2448196.2448207 | I3D |
Keywords | Field | DocType |
design space,efficient gpu density estimation,complex scene,best-of-breed algorithm,photon mapping,deferred photon gathering,global illumination,real-time photon density estimation,practical real-time photon mapping,best combination,efficient gpu implementation,nvidia geforce,distribution | Density estimation,Computer vision,Photon,Computer graphics (images),CUDA,Computer science,Caustic (optics),Artificial intelligence,Global illumination,Photon mapping,Rendering (computer graphics),Shader | Conference |
Citations | PageRank | References |
9 | 0.56 | 19 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Michael Mara | 1 | 36 | 4.52 |
David Luebke | 2 | 2196 | 140.84 |
Morgan Mcguire | 3 | 752 | 54.30 |