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Full-Text Articles in Physical Sciences and Mathematics
Gpu-Accelerated Point-Based Color Bleeding, Ryan Daniel Schmitt
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 …
Flexrender: A Distributed Rendering Architecture For Ray Tracing Huge Scenes On Commodity Hardware., Robert Edward Somers
Flexrender: A Distributed Rendering Architecture For Ray Tracing Huge Scenes On Commodity Hardware., Robert Edward Somers
Master's Theses
As the quest for more realistic computer graphics marches steadily on, the demand for rich and detailed imagery is greater than ever. However, the current "sweet spot" in terms of price, power consumption, and performance is in commodity hardware. If we desire to render scenes with tens or hundreds of millions of polygons as cheaply as possible, we need a way of doing so that maximizes the use of the commodity hardware we already have at our disposal.
Techniques such as normal mapping and level of detail have attempted to address the problem by reducing the amount of geometry in …