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Physical Sciences and Mathematics Commons

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Master's Theses

Computer Sciences

Computer graphics

2012

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Gpu-Accelerated Point-Based Color Bleeding, Ryan Daniel Schmitt Jun 2012

Gpu-Accelerated Point-Based Color Bleeding, Ryan Daniel Schmitt

Master's Theses

Traditional global illumination lighting techniques like Radiosity and Monte Carlo sampling are computationally expensive. This has prompted the development of the Point-Based Color Bleeding (PBCB) algorithm by Pixar in order to approximate complex indirect illumination while meeting the demands of movie production; namely, reduced memory usage, surface shading independent run time, and faster renders than the aforementioned lighting techniques.

The PBCB algorithm works by discretizing a scene’s directly illuminated geometry into a point cloud (surfel) representation. When computing the indirect illumination at a point, the surfels are rasterized onto cube faces surrounding that point, and the constituent pixels are combined …