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Light animation with precomputed light paths on the GPU

Published: 07 June 2006 Publication History

Abstract

This paper presents a real-time global illumination method for static scenes illuminated by arbitrary, dynamic light sources. The algorithm obtains the indirect illumination caused by the multiple scattering of the light from precomputed light paths. The indirect illumination due to the precomputed light paths is stored in texture maps. Texture based representations allow the GPU to render the scene with global illumination effects at high frame rates even when the camera or the lights move. The proposed method requires moderate preprocessing time and can also work well for small light sources that are close to the surface. The implemented version considers only diffuse reflections. The method scales up very well for complex scenes and storage space can be traded for high frequency details in the indirect illumination.

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Cited By

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  • (2008)Partial, multi-scale precomputed radiance transferProceedings of the 24th Spring Conference on Computer Graphics10.1145/1921264.1921282(75-82)Online publication date: 21-Apr-2008

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Information

Published In

cover image Guide Proceedings
GI '06: Proceedings of Graphics Interface 2006
June 2006
243 pages
ISBN:1568813082

Sponsors

  • CHCCS: The Canadian Human-Computer Communications Society

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Canadian Information Processing Society

Canada

Publication History

Published: 07 June 2006

Author Tags

  1. GPU
  2. light animation
  3. real-time global illumination

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GI '06 Paper Acceptance Rate 31 of 94 submissions, 33%;
Overall Acceptance Rate 206 of 508 submissions, 41%

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  • (2008)Partial, multi-scale precomputed radiance transferProceedings of the 24th Spring Conference on Computer Graphics10.1145/1921264.1921282(75-82)Online publication date: 21-Apr-2008

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