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dc.contributor.authorPurcell, Timothy J.en_US
dc.contributor.authorDonner, Craigen_US
dc.contributor.authorCammarano, Mikeen_US
dc.contributor.authorJensen, Henrik Wannen_US
dc.contributor.authorHanrahan, Paten_US
dc.contributor.editorM. Doggett and W. Heidrich and W. Mark and A. Schillingen_US
dc.date.accessioned2013-10-28T10:01:29Z
dc.date.available2013-10-28T10:01:29Z
dc.date.issued2003en_US
dc.identifier.isbn1-58113-739-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH03/041-050en_US
dc.description.abstractWe present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon map that is constructed directly on the graphics hardware using one of two methods: the first method is a multipass technique that uses fragment programs to directly sort the photons into a compact grid. The second method uses a single rendering pass combining a vertex program and the stencil buffer to route photons to their respective grid cells, producing an approximate photon map. We also present an efficient method for locating the nearest photons in the grid, which makes it possible to compute an estimate of the radiance at any surface location in the scene. Finally, we describe a breadth-first stochastic ray tracer that uses the photon map to simulate full global illumination directly on the graphics hardware. Our implementation demonstrates that current graphics hardware is capable of fully simulating global illumination with progressive, interactive feedback to the user.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.titlePhoton Mapping on Programmable Graphics Hardwareen_US
dc.description.seriesinformationGraphics Hardwareen_US


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