Efficient Point Based Global Illumination on GPU
Abstract
Point based rendering can simulate global illumination phenomenon fast and is widely used in movie production. This paper proposes a point based color bleeding algorithm based on GPU efficiently. In our algorithm, we reorder the shading points according to the similarity of them to use the coherency of the GPU memory. Then, we propose a novel idea named chunking to accelerate the point cloud traversal process by using the constant memory of GPU.
BibTeX
@inproceedings {10.2312:conf:EG2012:posters:017-018,
booktitle = {Eurographics 2012 - Posters},
editor = {Andrea Fusiello and Michael Wimmer},
title = {{Efficient Point Based Global Illumination on GPU}},
author = {Wang, Beibei and Xu, Zhen and Xu, Yanning and Meng, Xiangxu},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/posters/017-018}
}
booktitle = {Eurographics 2012 - Posters},
editor = {Andrea Fusiello and Michael Wimmer},
title = {{Efficient Point Based Global Illumination on GPU}},
author = {Wang, Beibei and Xu, Zhen and Xu, Yanning and Meng, Xiangxu},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/posters/017-018}
}