Low Latency Photon Mapping Using Block Hashing
Vincent C. H. Ma, Michael D. McCool
Graphics Hardware, 2002, pp. 89--98.
Abstract: For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required. Existing algorithms are often based on recursive spatial subdivision techniques, such as kd-trees. However, hardware implementation of a tree-based algorithm would have a high latency, or would require a large cache to avoid this latency on average. We present a neighbourhood-preserving hashing algorithm that is low-latency and has sub-linear access time. This algorithm is more amenable to fine-scale parallelism than tree-based recursive spatial subdivision, and maps well onto coherent block-oriented pipelined memory access. These properties make the algorithm suitable for implementation using future programmable fragment shaders with only one stage of dependent texturing.
@inproceedings{Ma:2002:LLP,
author = {Vincent C. H. Ma and Michael D. McCool},
title = {Low Latency Photon Mapping Using Block Hashing},
booktitle = {Graphics Hardware},
pages = {89--98},
year = {2002},
}
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