{"id":7145,"date":"2012-02-15T14:13:23","date_gmt":"2012-02-15T12:13:23","guid":{"rendered":"http:\/\/hgpu.org\/?p=7145"},"modified":"2012-02-15T14:13:23","modified_gmt":"2012-02-15T12:13:23","slug":"reflective-shadow-map-clustering-for-real-time-global-illumination","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=7145","title":{"rendered":"Reflective Shadow Map Clustering for Real-Time Global Illumination"},"content":{"rendered":"<p>We present a method for real-time clustering of VPLs obtained from Reflective Shadow Maps (RSM). The clusters are treated as area light sources and used to approximate indirect illumination. The spatial extent of a cluster is used to deduce the shape and size of the respective area light source. Our method is fully GPU-based and avoids flickering by temporally coherent reinitialization of the clustering. It also incorporates importance sampling for view-dependent clustering. We show visually indistinguishable results of indirect illumination with only a fraction of secondary light sources.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present a method for real-time clustering of VPLs obtained from Reflective Shadow Maps (RSM). The clusters are treated as area light sources and used to approximate indirect illumination. The spatial extent of a cluster is used to deduce the shape and size of the respective area light source. Our method is fully GPU-based and [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,3],"tags":[1797,468,1782,480,333,20,1089],"class_list":["post-7145","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-clustering","tag-computer-science","tag-directx","tag-image-generation","tag-nvidia","tag-nvidia-geforce-gtx-560-ti"],"views":3002,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/7145","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=7145"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/7145\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=7145"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=7145"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=7145"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}