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dc.contributor.authorCarr, Nathan A.en_US
dc.contributor.authorHall, Jesse D.en_US
dc.contributor.authorHart, John C.en_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/EGGH03/051-059en_US
dc.description.abstractWe capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models for light transport. We first use the new floating-point texture map formats to find matrix radiosity solutions for light transport in a diffuse environment, and use this example to investigate the differences between GPU and CPU performance on matrix operations. We then examine multiple-scattering subsurface light transport, which can be modeled to resemble a single radiosity gathering step. We use a multiresolution meshed atlas to organize a hierarchy of precomputed subsurface links, and devise a three-pass GPU algorithm to render in real time the subsurface-scattered illumination of an object, with dynamic lighting and viewing.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectSubsurface Scatteringen_US
dc.titleGPU Algorithms for Radiosity and Subsurface Scatteringen_US
dc.description.seriesinformationGraphics Hardwareen_US


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