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Combined Correlated and Importance Sampling in Direct Light Source Computation and Environment Mapping
(The Eurographics Association and Blackwell Publishing, Inc, 2004)
This paper presents a general variance reduction method that is a quasi-optimal combination of correlated and importance sampling. The weights of the combination are selected automatically in order to keep the merits of ...
Real-time Light Animation
(The Eurographics Association and Blackwell Publishing, Inc, 2004)
Light source animation is a particularly hard field of real-time global illumination algorithms since moving light sources result in drastic illumination changes and make coherence techniques less effective. However, the ...
Specular Effects on the GPU: State of the Art
(The Eurographics Association and Blackwell Publishing Ltd, 2009)
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene ...
Improving Multipath Radiosity with Bundles of Parallel Lines
(The Eurographics Association and Blackwell Publishing Ltd, 2008)
Monte Carlo approaches use random lines to distribute the light power in the scene but the cost of creating a set of random single lines is very costly. In this paper, we present several software and hardware techniques ...
GPUGI: Global Illumination Effects on the GPU
(The Eurographics Association, 2006)
In this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of Di- rectX/OpenGL pipelines, but ...