Radiance
Cache Splatting: A GPU-Friendly Global Illumination Algorithm
Abstract:
Fast global illumination computation is a challenge in several fields
such as lighting simulation and computer-generated visual effects for
movies. To this end the irradiance caching algorithm is commonly used
since it provides high-quality renderings in a reasonable time. However
this algorithm relies on a spatial data structure in which
nearest-neighbors queries and data insertions are performed alternately
within a single rendering step. Due to this central and permanently
modified data structure, irradiance caching algorithm cannot be easily
implemented on graphics hardware. We propose a novel approach to first
bounce glossy global illumination using irradiance and radiance cache:
the Radiance Cache Splatting. This method directly meets the processing
constraints of graphics hardware since it avoids the need of complex
data structure traversal.
Publications:
- Pascal Gautron, Jaroslav Krivanek, Kadi Bouatouch, Sumanta Pattanaik
Radiance
Cache Splatting: A GPU-Friendly Global Illumination Algorithm
Proceedings of Eurographics
Symposium on Rendering 2005
- Pascal Gautron, Jaroslav Krivanek, Kadi Bouatouch, Sumanta Pattanaik
Radiance
Cache Splatting: A GPU-Friendly Global Illumination Algorithm
SIGGRAPH 2005 Sketches
Videos:
Radiance Cache Splatting can be used for both interactive, on-the-fly
global illumination computation or offline, high quality rendering.
Link:
Radiance Cache Splatting is part of the Radiance Caching
Project