GPU radiosity for triangular meshes with support of normal mapping and arbitrary light distributions
Files
Date issued
2008
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
This paper describes an implementation of a progressive radiosity algorithm for triangular meshes which works completely
on programmable graphics processors. Errors due to the rasterization of triangles are fixed in a post-processing step or with
a fragment shader during runtime. Adaptive subdivision to increase the accuracy of the radiosity solution can be performed
during render-time. Since we found that the gradient is not very robust to determine whether triangles should be subdivided or
not, we propose a new technique which uses hardware occlusion queries to determine shadow boundaries in image space. The
GPU implementation facilitates the simple integration of normal mapping into the radiosity process. Light distribution textures
(LDTs) enable us to simulate a variety of real world light sources without much computational overhead. The derivation of
such an LDT from a EULUMDAT file is described.
Description
Subject(s)
radiozita, globální osvětlení, grafické procesory, normálové mapování, hranice stínu, textura rozložení světla
Citation
Journal of WSCG. 2008, vol. 16, no. 1-3, p. 1-8.