We have posted our global illumination renderer, named "Parthenon," which uses the techniques presented here, at. Our technique suffers essentially from neither of these problems. This is a significant advantage, because previous GPU-based ray tracers have depended on the CPU for building these structures and were thus limited both by the CPU's processing speed as well as by the amount of memory available on the GPU for storing the complete scene description. One important advantage of using rasterization in this way is that we do not need to maintain ray-tracing acceleration structures (such as uniform grids) on the GPU.
Bunkspeed shot price Offline#
2002)-it is also attractive to use the GPU for accelerating high-quality offline rendering. Although many previous techniques use the GPU to perform real-time rendering with some features of global illumination-such as precomputed radiance transfer (Sloan et al. Rather than adapt various CPU-based global illumination methods to the GPU, we argue that it is more natural and efficient to derive a new global illumination algorithm that employs rasterization, because graphics hardware is based on rasterization rendering. 38.1 Global Illumination via Rasterization Even though our target is images of the highest quality, rather than images rendered at interactive frame rates, the enormous amounts of computational capability and bandwidth available on the GPU make it worthwhile to use for offline rendering. 2002), this approach is based on using the rasterization hardware in an innovative way to perform ray-object intersections, rather than on mapping classic ray-tracing algorithms to the GPU's programmable fragment processing unit. In contrast to previous techniques for GPU ray tracing (for example, Purcell et al. This chapter describes an approach for using the GPU's rasterization hardware to do fast ray casting for final gathering for high-quality offline rendering. At each pixel, a "final gather" computation is done, in which a large number of rays are cast over the hemisphere around the point, in order to sample the light arriving from many different directions. Techniques for including these effects usually require ray tracing for high-quality results. Like all images in this chapter, it was rendered with a GPU-based global illumination algorithm that uses rasterization hardware for efficient ray casting.įigure 38-1 An Image Rendered with Global Illumination Accelerated by the GPU Incorporating this indirect illumination in rendered images greatly improves their visual quality Figure 38-1 shows an indoor scene with indirect lighting and large area light sources. One important lighting effect that is difficult for GPUs is high-quality global illumination, where light that reflects off of objects in the scene that are not themselves light emitters is included in the final image.
![bunkspeed shot price bunkspeed shot price](https://image.slidesharecdn.com/kelcadvdi20140523nvidia-140527191251-phpapp02/95/nvidia-grid-24-638.jpg)
While the visual richness of images that current GPUs can render interactively continues to increase quickly, there are many important lighting effects that are not easily handled with current techniques. High-Quality Global Illumination Rendering Using Rasterization The CD content, including demos and content, is available on the web and for download.Ĭhapter 38. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley.
![bunkspeed shot price bunkspeed shot price](https://ww1.prweb.com/prfiles/2010/06/21/2825474/DevonTreadWatch.jpg)
GPU Gems 2 GPU Gems 2 is now available, right here, online.