dc.contributor.author | Szirmay-Kalos, Laszlo | en_US |
dc.contributor.author | Szecsi, Laszlo | en_US |
dc.contributor.author | Sbert, Mateu | en_US |
dc.contributor.editor | Nadia Magnenat-Thalmann and Katja Bühler | en_US |
dc.date.accessioned | 2015-07-19T17:06:48Z | |
dc.date.available | 2015-07-19T17:06:48Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egt.20061069 | en_US |
dc.description.abstract | In 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.publisher | The Eurographics Association | en_US |
dc.title | GPUGI: Global Illumination Effects on the GPU | en_US |
dc.description.seriesinformation | Eurographics 2006: Tutorials | en_US |
dc.description.sectionheaders | | en_US |
dc.identifier.doi | 10.2312/egt.20061069 | en_US |
dc.identifier.pages | 1201-1278 | en_US |