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GPU algorithms for radiosity and subsurface scattering

Published: 26 July 2003 Publication History

Abstract

We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models for light transport. We first use the new floating-point texture map formats to find matrix radiosity solutions for light transport in a diffuse environment, and use this example to investigate the differences between GPU and CPU performance on matrix operations. We then examine multiple-scattering subsurface light transport, which can be modeled to resemble a single radiosity gathering step. We use a multiresolution meshed atlas to organize a hierarchy of precomputed subsurface links, and devise a three-pass GPU algorithm to render in real time the subsurface-scattered illumination of an object, with dynamic lighting and viewing.

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  • (2015)Dual-Matrix Sampling for Scalable Translucent Material RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2014.238505921:3(363-374)Online publication date: 1-Mar-2015
  • (2014)ESLPVThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-014-0952-330:6-8(821-831)Online publication date: 1-Jun-2014
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  1. GPU algorithms for radiosity and subsurface scattering

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      cover image ACM Conferences
      HWWS '03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
      July 2003
      133 pages
      ISBN:1581137397

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      Eurographics Association

      Goslar, Germany

      Publication History

      Published: 26 July 2003

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      GH03
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      GH03: Graphics Hardware 2003
      July 26 - 27, 2003
      California, San Diego

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      Overall Acceptance Rate 37 of 94 submissions, 39%

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      View all
      • (2017)Interactive directional subsurface scattering and transport of emergent lightThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-016-1207-233:3(371-383)Online publication date: 1-Mar-2017
      • (2015)Dual-Matrix Sampling for Scalable Translucent Material RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2014.238505921:3(363-374)Online publication date: 1-Mar-2015
      • (2014)ESLPVThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-014-0952-330:6-8(821-831)Online publication date: 1-Jun-2014
      • (2013)A practical analytic model for the radiosity of translucent scenesProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2448196.2448206(63-70)Online publication date: 21-Mar-2013
      • (2012)Real-time spherical harmonics based subsurface scatteringProceedings of the 9th international conference on Image Analysis and Recognition - Volume Part I10.1007/978-3-642-31295-3_47(402-409)Online publication date: 25-Jun-2012
      • (2011)SSLPVProceedings of the ACM SIGGRAPH Symposium on High Performance Graphics10.1145/2018323.2018325(7-14)Online publication date: 5-Aug-2011
      • (2009)Interactive sound renderingACM SIGGRAPH 2009 Courses10.1145/1667239.1667254(1-338)Online publication date: 3-Aug-2009
      • (2009)Advanced illumination techniques for GPU-based volume raycastingACM SIGGRAPH 2009 Courses10.1145/1667239.1667241(1-166)Online publication date: 3-Aug-2009
      • (2008)Interactive global illumination based on coherent surface shadow mapsProceedings of Graphics Interface 200810.5555/1375714.1375747(185-192)Online publication date: 28-May-2008
      • (2008)Advanced illumination techniques for GPU volume raycastingACM SIGGRAPH ASIA 2008 courses10.1145/1508044.1508045(1-166)Online publication date: 10-Dec-2008
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