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GPU Radiosity
Personal Note
The paper was published in the Journal of WSCG 2008.
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.
Download
You can download the paper at the
WSCG 2008 homepage.