Open Access
Practical Parallel Processing for Realistic Rendering
Timothy A. Davis,Alan Chalmers,Henrik Wann Jensen +2 more
- 01 Jan 2000
14
TL;DR: A general global illumination method is presented which handles complex geometries using the concept of photon maps and has been parallelized on a network of 31 Silicon Graphics Workstations resulting in a speedup from 20 to 28.
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Abstract: A general global illumination method is presented which handles complex geometries using the concept of photon maps. The global illumination method is a two pass method in which the first pass consists of emitting photons from the light sources in the model and storing these in the photon map. The photon map is independent of scene geometry, it does not require tessellation of the objects and it can be used with procedural objects and any other objects that can be ray traced. Two layers of photons are used: One approximate global layer used for the simulation of soft indirect illumination on diffuse surfaces and one accurate layer used for the simulation of caustics. In the second pass the scene is rendered using optimized Monte Carlo ray tracing. The recursive nature of Monte Carlo ray tracing is avoided by using the results from the photon map. The method simulates Anisotropic reflection and caustics on complex surfaces and the results achieved has been verified by comparison with a brute force path tracing algorithm. The method has been parallelized on a network of 31 Silicon Graphics Workstations resulting in a speedup from 20 to 28. General Terms: Algorithms
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Citations
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Grosch's law revisited.
Herbert R. J. Grosch
- 01 Jan 1983
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Real-Time Photon Mapping on GPU
Sanket Gupte
- 01 Jan 2012
TL;DR: This paper presents a hybrid photon-mapping approach for global illumination that uses OptiX for ray tracing and the Spatial Hashing Method to store and retrieve a photon map.
8
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