“Progressive Lightcuts for GPU” by Davidovič, Georgiev and Slusallek

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Title:

    Progressive Lightcuts for GPU

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Abstract:


    Lightcuts [Walter et al. 2005] is an attractive rendering algorithm that efficiently handles complex lighting by adaptively approximating the illumination using clusters of virtual point light (VPL) sources. Two of its limitations are the infinite memory footprint required for variance convergence and the bias introduced by VPL contribution clamping. We present a progressive Lightcuts algorithm, which is consistent and converges using a fixed amount of intermediate memory. This is essential for high quality rendering, especially considering the tight memory budget on the GPU.

References:


    1. Kollig, T., and Keller, A. 2004. Illumination in the presence of weak singularities. In MCQMC Methods.
    2. Walter, B., Fernandez, S., Arbree, A., Bala, K., Donikian, M., and Greenberg, D. P. 2005. Lightcuts: a scalable approach to illumination. In ACM SIGGRAPH 2005 Papers, ACM, New York, NY, USA, SIGGRAPH ’05, 1098–1107.


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