Approximate Radiosity Using Stochastic Depth Buffering
Andreas Thomsen, Kasper Høy Nielsen
In Journal of Graphics, GPU, and Game Tools, 15(4), 2011.
Abstract: This paper presents a simple technique for computing approximate radiosity by using a novel approach to visibility determination called stochastic depth buffering. By rendering random depth buffer values and using a simple sampling scheme, we gather light from parallel, global directions using the GPU. The technique makes it possible to quickly update indirect light on commodity graphics hardware. It is easy to implement and offers good trade-offs between performance and visual quality.
Article URL: http://dx.doi.org/10.1080/2151237X.2011.621759
BibTeX format:
@article{Thomsen:2011:ARU,
  author = {Andreas Thomsen and Kasper Høy Nielsen},
  title = {Approximate Radiosity Using Stochastic Depth Buffering},
  journal = {Journal of Graphics, GPU, and Game Tools},
  volume = {15},
  number = {4},
  pages = {225--234},
  year = {2011},
}
Search for more articles by Andreas Thomsen.
Search for more articles by Kasper Høy Nielsen.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."