{"id":8779,"date":"2013-01-13T23:43:55","date_gmt":"2013-01-13T21:43:55","guid":{"rendered":"http:\/\/hgpu.org\/?p=8779"},"modified":"2013-01-13T23:43:55","modified_gmt":"2013-01-13T21:43:55","slug":"toward-practical-real-time-photon-mapping-efficient-gpu-density-estimation","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=8779","title":{"rendered":"Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation"},"content":{"rendered":"<p>We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920&#215;1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920&#215;1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","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":[180,36,11,89,3],"tags":[1797,1787,1782,14,333,20,1394,144],"class_list":["post-8779","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-algorithms","category-computer-science","category-nvidia-cuda","category-paper","tag-3d-graphics-and-realism","tag-algorithms","tag-computer-science","tag-cuda","tag-image-generation","tag-nvidia","tag-nvidia-geforce-gtx-670","tag-rendering"],"views":2772,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/8779","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=8779"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/8779\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=8779"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=8779"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=8779"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}