Simulating Photon Mapping for Real-time Applications



AbstractThis paper introduces a novel method for simulating photon mapping
for real-time applications. First we introduce a new method for
selectively redistributing photons. Then we describe a method for
selectively updating the indirect illumination. The indirect
illumination is calculated using a new GPU accelerated final
gathering method and the illumination is then stored in light
maps. Caustic photons are traced on the CPU and then drawn using
points in the framebuffer, and finally filtered using the GPU.
Both diffuse and non-diffuse surfaces can be handled by
calculating the direct illumination on the GPU and the photon
tracing on the CPU. We achieve real-time frame rates for dynamic
scenes.
Keywordsphoton mapping, real-time, global illumination,graphics hardware
TypeConference paper [With referee]
ConferenceEurographics Symposium on Rendering
EditorsHenrik Wann Jensen, Alexander Keller
Year2004    Month June
Electronic version(s)[pdf] [zip]
BibTeX data [bibtex]
IMM Group(s)Image Analysis & Computer Graphics