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dc.contributor.authorFabianowski, B.en_US
dc.contributor.authorDingliana, J.en_US
dc.date.accessioned2015-02-23T14:56:06Z
dc.date.available2015-02-23T14:56:06Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01492.xen_US
dc.description.abstractWe present a photon mapping technique capable of computing high quality global illumination at interactive frame rates. By extending the concept of photon differentials to efficiently handle diffuse reflections, we generate footprints at all photon hit points. These enable illumination reconstruction by density estimation with variable kernel bandwidths without having to locate the k nearest photon hits first. Adapting an efficient BVH construction process for ray tracing acceleration, we build photon maps that enable the fast retrieval of all hits relevant to a shading point. We present a heuristic that automatically tunes the BVH build s termination criterion to the scene and illumination conditions. As all stages of the algorithm are highly parallelizable, we demonstrate an implementation using NVidia s CUDA manycore architecture running at interactive rates on a single GPU. Both light source and camera may be freely moved with global illumination fully recalculated in each frame.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleInteractive Global Photon Mappingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01492.xen_US
dc.identifier.pages1151-1159en_US


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