GPUGI: Global Illumination Effects on the GPU
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}
}
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.
March 15, 2011 by hgpu