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dc.contributor.authorSzirmay-Kalos, Laszloen_US
dc.contributor.authorSzecsi, Laszloen_US
dc.contributor.authorSbert, Mateuen_US
dc.contributor.editorNadia Magnenat-Thalmann and Katja Bühleren_US
dc.date.accessioned2015-07-19T17:06:48Z
dc.date.available2015-07-19T17:06:48Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egt.20061069en_US
dc.description.abstractIn this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of Di- rectX/OpenGL pipelines, but require global geometric or illumination information when shading a point. In addition to the theory and state of the art of these approaches, we go into the details of a few algorithms, including mirror reflections, reflactions, caustics, diffuse/glossy indirect illumination, precomputation aided global illumination for surface and volumetric models, obscurances and tone mapping, also giving their GPU implementation in HLSL or Cg language.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleGPUGI: Global Illumination Effects on the GPUen_US
dc.description.seriesinformationEurographics 2006: Tutorialsen_US
dc.description.sectionheadersen_US
dc.identifier.doi10.2312/egt.20061069en_US
dc.identifier.pages1201-1278en_US


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