A GPU-Based Light Hierarchy
for Real-Time Approximate Illumination
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Illumination rendering including environment lighting,
indirect illumination, and subsurface scattering plays an important role for
many graphics applications such as games and VR systems. However, it is
difficult to run in real-time due to its highly computational cost. We
introduce a GPU-based light hierarchy for real-time approximation of the
illumination. We store virtual point lights in images and then build the
view-independent hierarchy of the lights into image pyramids, with a simple and
rapid clustering strategy. We approximate the illumination with small numbers
of groups of lights instead of large numbers of individual lights, using a new
tree traversal algorithm on programmable graphics hardware. Although we
implemented our method without occlusion, we obtained visually-good results in
many cases. Entire steps run on programmable graphics hardware in real-time
without any preprocessing.
Selected Publication:
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Hyunwoo Ki, and Kyoungsu Oh. "A GPU-Based Light
Hierarchy for Real-Time Approximate Illumination". The Visual Computer, Volume 24, Numbers 7-9, July, 2008, pp. 649-658. |
BibTeX:
@article{KiH08LP,
author = {Hyunwoo Ki and Kyoungsu Oh},
title = {A GPU-Based Light Hierarchy for Real-Time Approximate Illumination},
journal = {The Visual Computer},
volume = {24},
number = {7-9},
month = {July},
year = {2008},
pages = {649--658}, }
Acknowledgement:
Related Publication:
Related Work (External):
- Carsten Dachsbacher and Marc Stamminger. " Reflective
Shadow Maps". 2005 ACM SIGGRAPH Symposium on Interactive 3D Graphics and
Games.
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