Interactive Global Illumination using Fast Ray Tracing
Abstract
Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a new parallel global illumination algorithm that perfectly scales, has minimal preprocessing and communication overhead, applies highly efficient sampling techniques based on randomized quasi-Monte Carlo integration, and benefits from a fast parallel ray tracing implementation by shooting coherent groups of rays. Thus a performance is achieved that allows for applying arbitrary changes to the scene, while simulating global illumination including shadows from area light sources, indirect illumination, specular effects, and caustics at interactive frame rates. Ceasing interaction rapidly provides high quality renderings.
BibTeX
@inproceedings {10.2312:EGWR:EGWR02:015-024,
booktitle = {Eurographics Workshop on Rendering},
editor = {P. Debevec and S. Gibson},
title = {{Interactive Global Illumination using Fast Ray Tracing}},
author = {Wald, Ingo and Kollig, Thomas and Benthin, Carsten and Keller, Alexander and Slusallek, Philipp},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {1-58113-534-3},
DOI = {10.2312/EGWR/EGWR02/015-024}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {P. Debevec and S. Gibson},
title = {{Interactive Global Illumination using Fast Ray Tracing}},
author = {Wald, Ingo and Kollig, Thomas and Benthin, Carsten and Keller, Alexander and Slusallek, Philipp},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {1-58113-534-3},
DOI = {10.2312/EGWR/EGWR02/015-024}
}