Interactive Global Illumination

The matter and the interaction of light in the world surrounding us is of striking complexity and magnificent. Since the beginning of computer graphics, adequate modeling of these processes and extensive computation is an intensively studied research topic. This paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data sampling and interpolation on the GPU. We start with ray traced shading points and partition them into coherent shading clusters using adaptive seeding followed by k-means. At each cluster center we apply final gather to evaluate its incident irradiance using GPU-based photon mapping. We approximate the entire photon trees as a compact illumination cut, thus reducing the final gather cost for each ray. The sampled irradiance values are then interpolated at all shading points to produce rendering. Our method exploits the spatial coherence of illumination to reduce sampling cost. Therefore our method is both fast and preserves high rendering quality. In contrast, we select sample points adaptively in a single pass, enabling parallel computation. As a result, our algorithm runs entirely on the GPU, achieving interactive rates for scenes with complex illumination effects.

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