DocumentCode
2406350
Title
Global Illumination for Advanced Computer Graphics
Author
Robart, Mathieu ; Hill, Steve ; Tanguy, Emmanuel
Author_Institution
STMicroelectronics, Bristol
fYear
2008
fDate
9-13 Jan. 2008
Firstpage
1
Lastpage
2
Abstract
Real-time 3D graphics is present today on various devices, from high-end PC powered by highly complex GPUs to more simple handheld consoles or mobile phones. All these solutions are based on an aging technique called immediate mode rasterization, very efficient for rendering simple scenes, but unable to capture essential visual features such as soft shadows, indirect lighting, real reflection and refractions, caustics, etc. Only global illumination algorithms are able to render such features. Moreover, the rendering time of a GPU increases linearly with the scene complexity, whereas a ray tracing solution shows a logarithmic progression. The aim of this paper is to present an overview of such global illumination algorithms, their common theoretical background and the advancements made to execute them in real-time.
Keywords
computer graphics; ray tracing; advanced computer graphics; global illumination algorithms; immediate mode rasterization; logarithmic progression; real-time 3d graphics; scene complexity; visual features; Aging; Computer graphics; Distribution functions; Integral equations; Layout; Lighting; Optical reflection; Optical refraction; Ray tracing; Rendering (computer graphics);
fLanguage
English
Publisher
ieee
Conference_Titel
Consumer Electronics, 2008. ICCE 2008. Digest of Technical Papers. International Conference on
Conference_Location
Las Vegas, NV
Print_ISBN
978-1-4244-1458-1
Electronic_ISBN
978-1-4244-1459-8
Type
conf
DOI
10.1109/ICCE.2008.4587999
Filename
4587999
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