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GPUGI: Global Illumination Effects on the GPU

Laszlo Szirmay-Kalos, Laszlo Szecsi, Mateu Sbert
Budapest University of Technology and Economics, Budapest, Magyar Tud�osok krt. 2., H-1117, Hungary
Eurographics 2006 Tutorials (2006) Pages: 1201-1278

@article{szirmay2006gpugi,

   title={GPUGI: Global illumination effects on the GPU},

   author={Szirmay-Kalos, L. and Szecsi, L. and Sbert, M.},

   journal={Eurographics Tutorial},

   year={2006}

}

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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 DirectX/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, refractions, 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.
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