Hierarchical Rendering Techniques for Real-Time Approximate
Illumination on Programmable Graphics Hardware
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We introduce a GPU-based light hierarchy for real-time approximation of the illumination. We
store information about virtual point lights such as position, direction and
intensity into images. We then build a view-independent light hierarchy into
quadtree image pyramids with a simple and rapid clustering algorithm. We
approximate the illumination with small numbers of clusters (groups of lights)
instead of large numbers of individual lights, using a new tree traversal
algorithm on programmable graphics hardware.
We also present an intelligent sub-sampling method to quickly generate images by exploiting
spatial coherence. We make the image pyramids of the current screen buffers,
and then we adaptively interpolate low-frequency regions with early-Z culling.
We implemented our technique without occlusion, but we obtained visually-good
results. We can control the quality–speed tradeoff through several scalar values.
Entire steps run on programmable graphics hardware interactively
without preprocessing.
Selected Publication:
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Hyunwoo Ki. "Hierarchical Rendering Techniques for
Real-Time Approximate Illumination on Programmable Graphics Hardware".
Master's Thesis, Soongsil University, June 2007. (Note this thesis is an extended version of my Visual Computer journal paper. It introduces a hierarchical lighting as well as a hierarchical subsampling to accelerate final rendering.) |
BibTeX:
@mastersthesis{KiH2007HRT,
author = {Hyunwoo Ki},
title = {Hierarchical rendering techniques for real-time approximate
illumination on programmable graphics hardware},
school = {Soongsil University},
year = {2007},
month = {June}, }
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