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Robust Diffuse Final Gathering on the GPU

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Presentation on theme: "Robust Diffuse Final Gathering on the GPU"— Presentation transcript:

1 Robust Diffuse Final Gathering on the GPU
Tamás Umenhoffer, László Szirmay-Kalos Department of Control Engineering and Information Technology, Budapest University of Technology, Hungary

2 Indirect Illumination

3 Angle between illumination direction and surface normals
Rendering Equation Angle between illumination direction and surface normals at x and y Incoming radiance to x Visibility indicator between x and y

4 Ray Casting illuminating points eye pixel sample point

5 Environment Mapping radiance, distance

6 Virtual area light sources
Virtual lights group lights Area lights

7 Cubemap downsample 256 x 256 x 6 4 x 4 x 6
Average radiance and distance values Downsample 4 x 4 x 6 one pixel – one area light

8 Point to point form factor

9 Polygon to point form factor

10 Polygon to point form factor
tangent plane + + -

11 Results Point to point Polygon to point

12 Classic Point to point Polygon to point Mental Ray 600 FPS 60 FPS 11 FPS 30 sec

13 Results

14 Results

15

16 Conclusion Robust diffuse final gathering Cube map GPU
Interactive / real-time

17 Thank you for your attention!


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