• 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