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GPU Radiosity Evaluation
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published in the Proceedings of the International Conference on Computer Graphics Theory and Applications (GRAPP2010)
Abstract
This paper presents an empirical evaluation of a GPU radiosity solver which was described in
the authors previous work. The implementation is evaluated in regard to rendering times in
comparision with a classical CPU implementation. Results show that the GPU implementation
outperforms the CPU algorithm in most cases, most importantly, in cases where the number of
radiosity elements is high. Furthermore, the impact of the projection – which is used for
determining the visibility – on the quality of the rendering is assessed. Results gained with
a hemispherical projection performed in a vertex shader and with a real non-linear
hemispherical projection are compared against the results of the hemicube method. Based on the
results of the evaluation, possible improvements for further research are pointed out.
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