“GI Next: Global Illumination for Production Rendering on GPUs”
Conference:
Type(s):
Entry Number: 69
Title:
- GI Next: Global Illumination for Production Rendering on GPUs
Presenter(s)/Author(s):
Abstract:
The sheer size of texture data and the complexity of custom shaders in production rendering were the two major hurdles in the way of GPU acceleration. Requiring only tiny modifications of an existing production renderer, we are able to accelerate the computation of global illumination by more than an order of magnitude.
References:
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Keller, A. 2013. Quasi-Monte Carlo image synthesis in a nutshell. In Monte Carlo and Quasi-Monte Carlo Methods 2012, J. Dick, F. Kuo, G. Peters, and I. Sloan, Eds. Springer, 203–238.
Křivánek, J., and Gautron, P. 2009. Practical Global Illumination with Irradiance Caching. Synthesis lectures in computer graphics and animation. Morgan & Claypool.
Parker, S., Bigler, J., Dietrich, A., Friedrich, H., Hoberock, J., Luebke, D., McAllister, D., McGuire, M., Morley, K., Robison, A., and Stich, M. 2010. OptiX: A general purpose ray tracing engine. ACM Transactions on Graphics (TOG) – Proceedings of ACM SIGGRAPH 2010 TOG 29, 4, Article No. 66.