Toward practical real-time photon mapping: efficient GPU density estimation
Michael Mara, David Luebke, Morgan McGuire
Symposium on Interactive 3D Graphics and Games, March 2013, pp. 71--78.
Abstract: 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 × 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.
Article URL: http://dx.doi.org/10.1145/2448196.2448207
BibTeX format:
@inproceedings{Mara:2013:TPR,
  author = {Michael Mara and David Luebke and Morgan McGuire},
  title = {Toward practical real-time photon mapping: efficient GPU density estimation},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {71--78},
  month = mar,
  year = {2013},
}
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