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Interactive Global Illumination using Fast Ray Tracing
, 2002
"... Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a ..."
Abstract
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Cited by 93 (13 self)
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Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a new parallel global illumination algorithm that perfectly scales, has minimal preprocessing and communication overhead, applies highly efficient sampling techniques based on randomized quasi-Monte Carlo integration, and benefits from a fast parallel ray tracing implementation by shooting coherent groups of rays. Thus a performance is achieved that allows for applying arbitrary changes to the scene, while simulating global illumination including shadows from area light sources, indirect illumination, specular effects, and caustics at interactive frame rates. Ceasing interaction rapidly provides high quality renderings.
Low Latency Photon Mapping Using Block Hashing
- IN PROCEEDINGS OF THE CONFERENCE ON GRAPHICS HARDWARE 2002
, 2002
"... Photon mapping is useful in the acceleration of global illumination and caustic effects computed by path tracing. For hardware accelerated rendering, photon maps would be especially useful for simulating caustic lighting effects on non-Lambertian surfaces. For this to be possible, an efficient hardw ..."
Abstract
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Cited by 18 (1 self)
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Photon mapping is useful in the acceleration of global illumination and caustic effects computed by path tracing. For hardware accelerated rendering, photon maps would be especially useful for simulating caustic lighting effects on non-Lambertian surfaces. For this to be possible, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required. Existing
Distance Field Computation for Geological Slab Surface Data Sets
"... The three-dimensional shapes of tectonic plates that sink into the Earth’s mantle (slabs) are the starting point for a range of geoscience studies, from determining the forces driving the motion of tectonic plates, to potential seismic and tsunami hazards, to the sources of magmas beneath active vol ..."
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The three-dimensional shapes of tectonic plates that sink into the Earth’s mantle (slabs) are the starting point for a range of geoscience studies, from determining the forces driving the motion of tectonic plates, to potential seismic and tsunami hazards, to the sources of magmas beneath active volcanos. For many of these applications finite element methods are used to model the deformation or fluid flow, and therefore the input model parameters, such as feature geometries, temperature or viscosity, must be defined with respect to a smooth, continuous distance field around the slab. In this paper we present a framework for preprocessing the seismic data (earthquake locations), defining the shape of the slab and computing a continuous distance function on a mesh with variable node spacing. Due to the inhomogeneous volumetric distribution of earthquakes within the slab and significant inaccuracies in the locations of earthquakes occurring hundreds of kilometers below the Earth’s surface, the seismicity data set is extremely noisy and incomplete. Therefore the framework consists of several steps including a point based smoothing procedure, a powerful method to use other observational constraints on slab location (e.g., seismic tomography or geologic history) to extend of the slab shape beyond earthquake data set and continuous resampling using moving least squares method. Based on the preprocessing we introduce approaches for finding the three-dimensional boundary of the slab and a subdivision of the slab into quadric implicit polynomials. The resulting distance field is then compiled from distances to the piecewise continuous approximation of the slab and distances to slab boundary. 1

