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dc.contributor.authorMa, Vincent C. H.en_US
dc.contributor.authorMcCool, Michael D.en_US
dc.contributor.editorThomas Ertl and Wolfgang Heidrich and Michael Doggetten_US
dc.date.accessioned2013-10-28T10:00:21Z
dc.date.available2013-10-28T10:00:21Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-580-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH02/089-098en_US
dc.description.abstractFor hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required. Existing algorithms are often based on recursive spatial subdivision techniques, such as kd-trees. However, hardware implementation of a tree-based algorithm would have a high latency, or would require a large cache to avoid this latency on average. We present a neighbourhood-preserving hashing algorithm that is low-latency and has sub-linear access time. This algorithm is more amenable to fine-scale parallelism than tree-based recursive spatial subdivision, and maps well onto coherent block-oriented pipelined memory access. These properties make the algorithm suitable for implementation using future programmable fragment shaders with only one stage of dependent texturing.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectShadingen_US
dc.subjectShadowingen_US
dc.subjectTexture.en_US
dc.titleLow Latency Photon Mapping Using Block Hashingen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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