Robust Diffuse Final Gathering on the GPU Tamás Umenhoffer, László Szirmay-Kalos Department of Control Engineering and Information Technology, Budapest University of Technology, Hungary
Indirect Illumination
Angle between illumination direction and surface normals Rendering Equation Angle between illumination direction and surface normals at x and y Incoming radiance to x Visibility indicator between x and y
Ray Casting illuminating points eye pixel sample point
Environment Mapping radiance, distance
Virtual area light sources Virtual lights group lights Area lights
Cubemap downsample 256 x 256 x 6 4 x 4 x 6 Average radiance and distance values Downsample 4 x 4 x 6 one pixel – one area light
Point to point form factor
Polygon to point form factor
Polygon to point form factor tangent plane + + -
Results Point to point Polygon to point
Classic Point to point Polygon to point Mental Ray 600 FPS 60 FPS 11 FPS 30 sec
Results
Results
Conclusion Robust diffuse final gathering Cube map GPU Interactive / real-time
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