A GPU-based light hierarchy for real-time approximate illumination
INNOACE Co., Ltd.
The Visual Computer, Vol. 24, No. 7-9. (July 2008), pp. 649-658
Illumination rendering including environment lighting, indirect illumination, and subsurface scattering plays for many graphics applications such as games and VR systems. However, it is dificult to run in real-time due to its highly computational cost. We introduce a GPU-based light hierarchy for real-time approximation of the illumination. We store virtual point lights in images and then build the view-independent hierarchy of the lights into image pyramids, with a simple and rapid clustering strategy. We approximate the illumination with small numbers of groups of lights instead of large numbers of individual lights, using a new tree traversal algorithm on programmable graphics hardware. Although we implemented our method without occlusion, we obtained visually-good results in many cases. Entire steps run on programmable graphics hardware in real-time without any preprocessing.
December 11, 2010 by hgpu