Parallel Irradiance Caching for Interactive Monte-Carlo Direct Volume Rendering
Rostislav Khlebnikov, Philip Voglreiter, Markus Steinberger, Bernhard Kainz, Dieter Schmalstieg
In Computer Graphics Forum, 33(3), 2014.
Abstract: We propose a technique to build the irradiance cache for isotropic scattering simultaneously with Monte Carlo progressive direct volume rendering on a single GPU, which allows us to achieve up to four times increased convergence rate for complex scenes with arbitrary sources of light. We use three procedures that run concurrently on a single GPU. The first is the main rendering procedure. The second procedure computes new cache entries, and the third one corrects the errors that may arise after creation of new cache entries. We propose two distinct approaches to allow massive parallelism of cache entry creation. In addition, we show a novel extrapolation approach which outputs high quality irradiance approximations and a suitable prioritization scheme to increase the convergence rate by dedicating more computational power to more complex rendering areas.
Article URL: http://dx.doi.org/10.1111/cgf.12362
BibTeX format:
@article{Khlebnikov:2014:PIC,
  author = {Rostislav Khlebnikov and Philip Voglreiter and Markus Steinberger and Bernhard Kainz and Dieter Schmalstieg},
  title = {Parallel Irradiance Caching for Interactive Monte-Carlo Direct Volume Rendering},
  journal = {Computer Graphics Forum},
  volume = {33},
  number = {3},
  pages = {61--70},
  year = {2014},
}
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