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Robust Diffuse Final Gathering on the GPU
Tamás Umenhoffer, László Szirmay-Kalos Department of Control Engineering and Information Technology, Budapest University of Technology, Hungary
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Indirect Illumination
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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
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Ray Casting illuminating points eye pixel sample point
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Environment Mapping radiance, distance
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Virtual area light sources
Virtual lights group lights Area lights
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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
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Point to point form factor
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Polygon to point form factor
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Polygon to point form factor
tangent plane + + -
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Results Point to point Polygon to point
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Classic Point to point Polygon to point Mental Ray 600 FPS 60 FPS 11 FPS 30 sec
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Results
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Results
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Conclusion Robust diffuse final gathering Cube map GPU
Interactive / real-time
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Thank you for your attention!
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