Photon Mapping on Programmable Graphics Hardware (English)

In: Graphics Hardware   ;  41-50  ;  2003

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We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon map that is constructed directly on the graphics hardware using one of two methods: the first method is a multipass technique that uses fragment programs to directly sort the photons into a compact grid. The second method uses a single rendering pass combining a vertex program and the stencil buffer to route photons to their respective grid cells, producing an approximate photon map. We also present an efficient method for locating the nearest photons in the grid, which makes it possible to compute an estimate of the radiance at any surface location in the scene. Finally, we describe a breadth-first stochastic ray tracer that uses the photon map to simulate full global illumination directly on the graphics hardware. Our implementation demonstrates that current graphics hardware is capable of fully simulating global illumination with progressive, interactive feedback to the user.

  • Title:
    Photon Mapping on Programmable Graphics Hardware
  • Author / Creator:
  • Published in:
  • Publisher:
    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
  • Year of publication:
    2003
  • Size:
    10 pages
  • ISBN:
  • ISSN:
  • DOI:
  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
  • Language:
    English
  • Source:
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Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

7
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Olano, Marc / Kuehne, Bob / Simmons, Maryann | 2003
15
Mesh Mutation in Programmable Graphics Hardware
Shiue, Le-Jeng / Goel, Vineet / Peters, Jorg | 2003
25
CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware
Govindaraju, Naga K. / Redon, Stephane / Lin, Ming C. / Manocha, Dinesh | 2003
33
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
Assarsson, Ulf / Dougherty, Michael / Mounier, Michael / Akenine-Möller, Tomas | 2003
41
Photon Mapping on Programmable Graphics Hardware
Purcell, Timothy J. / Donner, Craig / Cammarano, Mike / Jensen, Henrik Wann / Hanrahan, Pat | 2003
51
GPU Algorithms for Radiosity and Subsurface Scattering
Carr, Nathan A. / Hall, Jesse D. / Hart, John C. | 2003
60
3D Graphics LSI Core for Mobile Phone "Z3D"
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68
An Effective Hardware Architecture for Bump Mapping Using Angular Operation
Lee, S. G. / Park, W. C. / Lee, W. J. / Han, T. D. / Yang, S. B. | 2003
76
VoxelCache: A Cache-Based Memory Architecture for Volume Graphics
Kanus, U. / Wetekam, G. / Hirche, J. | 2003
84
Texture Compression using Low-Frequency Signal Modulation
Fenney, Simon | 2003
92
Simulation of Cloud Dynamics on Graphics Hardware
Harris, Mark J. / III, William V. Baxter / Scheuermann, Thorsten / Lastra, Anselmo | 2003
102
A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware
Goodnight, Nolan / Woolley, Cliff / Lewin, Gregory / Luebke, David / Humphreys, Greg | 2003
112
The FFT on a GPU
Moreland, Kenneth / Angel, Edward | 2003