Interactive Global Photon Mapping (bibtex)
by Fabianowski, Bartosz and Dingliana, John
Abstract:
Abstract We present a photon mapping technique capable of computing high quality global illumination at interactive frame rates. By extending the concept of photon differentials to efficiently handle diffuse reflections, we generate footprints at all photon hit points. These enable illumination reconstruction by density estimation with variable kernel bandwidths without having to locate the k nearest photon hits first. Adapting an efficient BVH construction process for ray tracing acceleration, we build photon maps that enable the fast retrieval of all hits relevant to a shading point. We present a heuristic that automatically tunes the BVH build's termination criterion to the scene and illumination conditions. As all stages of the algorithm are highly parallelizable, we demonstrate an implementation using NVidia's CUDA manycore architecture running at interactive rates on a single GPU. Both light source and camera may be freely moved with global illumination fully recalculated in each frame.
Reference:
Interactive Global Photon Mapping. Fabianowski, Bartosz and Dingliana, John. In Computer Graphics Forum. volume 28. 2009.
Bibtex Entry:
@Article{doi:10.1111/j.1467-8659.2009.01492.x,
  author   = {Fabianowski, Bartosz and Dingliana, John},
  title    = {Interactive Global Photon Mapping},
  journal  = {Computer Graphics Forum},
  year     = {2009},
  volume   = {28},
  number   = {4},
  pages    = {1151-1159},
  abstract = {Abstract We present a photon mapping technique capable of computing high quality global illumination at interactive frame rates. By extending the concept of photon differentials to efficiently handle diffuse reflections, we generate footprints at all photon hit points. These enable illumination reconstruction by density estimation with variable kernel bandwidths without having to locate the k nearest photon hits first. Adapting an efficient BVH construction process for ray tracing acceleration, we build photon maps that enable the fast retrieval of all hits relevant to a shading point. We present a heuristic that automatically tunes the BVH build's termination criterion to the scene and illumination conditions. As all stages of the algorithm are highly parallelizable, we demonstrate an implementation using NVidia's CUDA manycore architecture running at interactive rates on a single GPU. Both light source and camera may be freely moved with global illumination fully recalculated in each frame.},
  doi      = {10.1111/j.1467-8659.2009.01492.x},
  eprint   = {https://onlinelibrary.wiley.com/doi/pdf/10.1111/j.1467-8659.2009.01492.x},
  keywords = {I.3.7 Computer Graphics: Three-Dimensional Graphics and Realism, Color, shading, shadowing, and texture I.3.6 Computer Graphics: Methodology and Techniques—, Graphics data structures and data types},
  url      = {https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-8659.2009.01492.x},
}
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