Abstract
We present an extension of the lighting grid hierarchy method for real-time rendering with many lights on the GPU. We describe efficient methods for parallel construction of the lighting grid hierarchy and using it with deferred rending. We also present a method for estimating shadows from many lights with a small number of shadow samples using the ray tracing API on the GPU. We show how our approach can be used for real-time global illumination computation with virtual point lights.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design,Computer Science Applications
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2. Scalable Realistic Rendering with Many-Light Methods
3. Splatting indirect illumination
Cited by
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