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dc.contributor.authorLaurent, Gillesen_US
dc.contributor.authorDelalandre, Cyrilen_US
dc.contributor.authorRivière, Grégoire de Laen_US
dc.contributor.authorBoubekeur, Tamyen_US
dc.contributor.editorElmar Eisemann and Eugene Fiumeen_US
dc.date.accessioned2016-06-17T14:09:36Z
dc.date.available2016-06-17T14:09:36Z
dc.date.issued2016en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12951en_US
dc.description.abstractWe present Forward Light Cuts, a novel approach to real-time global illumination using forward rendering techniques. We focus on unshadowed diffuse interactions for the first indirect light bounce in the context of large models such as the complex scenes usually encountered in CAD application scenarios. Our approach efficiently generates and uses a multiscale radiance cache by exploiting the geometry-specific stages of the graphics pipeline, namely the tessellator unit and the geometry shader. To do so, we assimilate virtual point lights to the scene's triangles and design a stochastic decimation process chained with a partitioning strategy that accounts for both close-by strong light reflections, and distant regions from which numerous virtual point lights collectively contribute strongly to the end pixel. Our probabilistic solution is supported by a mathematical analysis and a number of experiments covering a wide range of application scenarios. As a result, our algorithm requires no precomputation of any kind, is compatible with dynamic view points, lighting condition, geometry and materials, and scales to tens of millions of polygons on current graphics hardware.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectDisplay algorithmsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRadiosityen_US
dc.titleForward Light Cuts: A Scalable Approach to Real-Time Global Illuminationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersLight Transport - Part 1en_US
dc.description.volume35en_US
dc.description.number4en_US
dc.identifier.doi10.1111/cgf.12951en_US
dc.identifier.pages079-088en_US


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  • 35-Issue 4
    Rendering 2016 - Symposium Proceedings

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