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Event Entry

What and Who

Multi-mesh caching and GPU for progressive and interactive realistic rendering

Gabriel Fournier
Universite Claude Bernard, France
Talk - AG 4 Group Meeting
AG 1, AG 2, AG 3, AG 4, AG 5  
AG Audience

Date, Time and Location

Tuesday, 14 March 2006
13:00
60 Minutes
E 1.4 - MPI Informatik
019
Saarbrücken

Abstract

Aiming at interactive rendering, a trade-off must be accepted between speed and quality. A progressive method that generates images whose quality progressively increases is suggested. This method uses multiple meshes, progressively and adaptively subdivided, as caches of samples. This multi-mesh caching approach allows sampling each radiance source separately, reducing the amount of computations required to obtain an image.


To obtain realistic lighting as fast as possible, the method uses the graphic card to sample direct lighting an order of magnitude faster than ray tracing. Current hardware programmability is used to perform jittered sampling whose quality is better than regular one.

Indirect lighting is also speeded up using a simplified version of the scene and a hardware hemispherical projection that provides better sampling of indirect lighting than perspective projection.

Contact

Bodo Rosenhahn
+49.681.9325.417
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Sabine Budde, 02/24/2006 10:45
Sabine Budde, 02/22/2006 12:56 -- Created document.