Importance Sampling of Many Lights on the GPU

Forskningsoutput: Kapitel i bok/rapport/Conference proceedingKapitel samlingsverk

Abstract

The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up possibilities for physically based lighting in real-time rendering. Light importance sampling is one of the fundamental operations in light transport simulations, applicable to both direct and indirect illumination. This chapter describes a bounding volume hierarchy data structure and associated sampling methods to accelerate importance sampling of local light sources. The work is based on recently published methods for light sampling in production rendering, but it is evaluated in a real-time implementation using Microsoft DirectX Raytracing.

Detaljer

Författare
Enheter & grupper
Externa organisationer
  • Nvidia Inc.
Forskningsområden

Ämnesklassifikation (UKÄ) – OBLIGATORISK

  • Datavetenskap (datalogi)
Originalspråkengelska
Titel på värdpublikationRay Tracing Gems
RedaktörerEric Haines, Tomas Akenine-Möller
FörlagApress, Berkeley, CA
Kapitel18
Sidor255
Antal sidor283
ISBN (elektroniskt)978-1-4842-4427-2
ISBN (tryckt)978-1-4842-4426-5
StatusPublished - 2019 mar 18
PublikationskategoriForskning
Peer review utfördJa

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