Szirmay-Kalos, LaszloSzecsi, LaszloSbert, MateuNadia Magnenat-Thalmann and Katja Bühler2015-07-192015-07-192006https://doi.org/10.2312/egt.20061069In 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 require global geometric or illumination information when shading a point. In addition to the theory and state of the art of these approaches, we go into the details of a few algorithms, including mirror reflections, reflactions, caustics, diffuse/glossy indirect illumination, precomputation aided global illumination for surface and volumetric models, obscurances and tone mapping, also giving their GPU implementation in HLSL or Cg language.GPUGI: Global Illumination Effects on the GPU10.2312/egt.200610691201-1278