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Photon mapping on programmable graphics hardware

Published:31 July 2005Publication History

ABSTRACT

We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon map that is constructed directly on the graphics hardware using one of two methods: the first method is a multipass technique that uses fragment programs to directly sort the photons into a compact grid. The second method uses a single rendering pass combining a vertex program and the stencil buffer to route photons to their respective grid cells, producing an approximate photon map. We also present an efficient method for locating the nearest photons in the grid, which makes it possible to compute an estimate of the radiance at any surface location in the scene. Finally, we describe a breadth-first stochastic ray tracer that uses the photon map to simulate full global illumination directly on the graphics hardware. Our implementation demonstrates that current graphics hardware is capable of fully simulating global illumination with progressive, interactive feedback to the user.

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        cover image ACM Conferences
        SIGGRAPH '05: ACM SIGGRAPH 2005 Courses
        July 2005
        7157 pages
        ISBN:9781450378338
        DOI:10.1145/1198555

        Copyright © 2005 ACM

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        Publication History

        • Published: 31 July 2005

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