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A GPU-based light hierarchy for real-time approximate illumination

Authors
  • Ki, Hyunwoo1
  • Oh, Kyoungsu2
  • 1 INNOACE Co., Ltd., Seoul, Korea , Seoul (South Korea)
  • 2 Soongsil University, Seoul, Korea , Seoul (South Korea)
Type
Published Article
Journal
The Visual Computer
Publisher
Springer-Verlag
Publication Date
May 29, 2008
Volume
24
Issue
7-9
Pages
649–658
Identifiers
DOI: 10.1007/s00371-008-0245-9
Source
Springer Nature
Keywords
License
Yellow

Abstract

Illumination rendering, including environment lighting, indirect illumination, and subsurface scattering, plays an important role in many graphics applications such as games and VR systems. However, it is difficult to run in real-time due to its highly computational cost. We introduce a GPU-based light hierarchy for real-time approximation of the illumination. We store virtual point lights in images and then build the view-independent hierarchy of the lights into image pyramids, with a simple and rapid clustering strategy. We approximate the illumination with small numbers of groups of lights instead of large numbers of individual lights, using a new tree traversal algorithm on programmable graphics hardware. Although we implemented our method without occlusion, we obtained visually good results in many cases. Entire steps run on programmable graphics hardware in real-time without any preprocessing.

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