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dc.contributor.authorWang, Beibeien_US
dc.contributor.authorXu, Zhenen_US
dc.contributor.authorXu, Yanningen_US
dc.contributor.authorMeng, Xiangxuen_US
dc.contributor.editorAndrea Fusiello and Michael Wimmeren_US
dc.date.accessioned2013-11-08T10:27:41Z
dc.date.available2013-11-08T10:27:41Z
dc.date.issued2012en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/conf/EG2012/posters/017-018en_US
dc.description.abstractPoint 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEfficient Point Based Global Illumination on GPUen_US
dc.description.seriesinformationEurographics 2012 - Postersen_US


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