Low latency photon mapping using block hashing
University of Waterloo, Waterloo, Ontario, Canada
In HWWS ’02: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware (2002), pp. 89-99
@conference{ma2002low,
title={Low latency photon mapping using block hashing},
author={Ma, V.C.H. and McCool, M.D.},
booktitle={Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware},
pages={89–99},
isbn={1581135807},
year={2002},
organization={Eurographics Association}
}
For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required.Existing algorithms are often based on recursive spatial subdivision techniques, such askd-trees. However, hardware implementation of a tree-based algorithm would have a high latency, or would require a large cache to avoid this latency on average.We present a neighbourhood-preserving hashing algorithm that is low-latency and has sub-linear access time. This algorithm is more amenable to fine-scale parallelism than tree-based recursive spatial subdivision, and maps well onto coherent block-oriented pipelined memory access. These properties make the algorithm suitable for implementation using future programmable fragment shaders with only one stage of dependent texturing.
January 7, 2011 by hgpu