dc.contributor.author | Ma, Vincent C. H. | en_US |
dc.contributor.author | McCool, Michael D. | en_US |
dc.contributor.editor | Thomas Ertl and Wolfgang Heidrich and Michael Doggett | en_US |
dc.date.accessioned | 2013-10-28T10:00:21Z | |
dc.date.available | 2013-10-28T10:00:21Z | |
dc.date.issued | 2002 | en_US |
dc.identifier.isbn | 1-58113-580-1 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH02/089-098 | en_US |
dc.description.abstract | For 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.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | Shading | en_US |
dc.subject | Shadowing | en_US |
dc.subject | Texture. | en_US |
dc.title | Low Latency Photon Mapping Using Block Hashing | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |