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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware (HWWS '03)
  2. GPU algorithms for radiosity and subsurface scattering
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GPU algorithms for radiosity and subsurface scattering

Content Provider ACM Digital Library
Author Hall, Jesse D. Carr, Nathan A. Hart, John C.
Abstract We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models for light transport. We first use the new floating-point texture map formats to find matrix radiosity solutions for light transport in a diffuse environment, and use this example to investigate the differences between GPU and CPU performance on matrix operations. We then examine multiple-scattering subsurface light transport, which can be modeled to resemble a single radiosity gathering step. We use a multiresolution meshed atlas to organize a hierarchy of precomputed subsurface links, and devise a three-pass GPU algorithm to render in real time the subsurface-scattered illumination of an object, with dynamic lighting and viewing.
Starting Page 51
Ending Page 59
Page Count 9
File Format PDF
ISBN 1581137397
ISSN 17273471
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2003-07-26
Publisher Place Goslar
Access Restriction Subscribed
Content Type Text
Resource Type Article
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