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dc.contributor.authorKontkanen, Janneen_US
dc.contributor.authorTabellion, Ericen_US
dc.contributor.authorOverbeck, Ryan S.en_US
dc.contributor.editorRavi Ramamoorthi and Erik Reinharden_US
dc.date.accessioned2015-02-27T14:46:04Z
dc.date.available2015-02-27T14:46:04Z
dc.date.issued2011en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.01995.xen_US
dc.description.abstractWe describe a new technique for coherent out-of-core point-based global illumination and ambient occlusion. Point-based global illumination (PBGI) is used in production to render tremendously complex scenes, so in-core storage of point and octree data structures quickly becomes a problem. However, a simple out-of-core extension of a classical top-down octree building algorithm would be extremely inefficient due to large amount of I/O required. Our method extends previous PBGI algorithms with an out-of-core technique that uses minimal I/O and stores data on disk compactly and in coherent chunks for later access during shading. Using properties of a space-filling Z-curve, we are able to preprocess the data in two passes: an external 1D-sort and an octree construction pass.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleCoherent Out-of-Core Point-Based Global Illuminationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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