Real-Time GPU Algorithms: Parallel Primitives and Rendering of Participating Media
Licentiate thesis, 2011
grids
indirect illumination
shafts of light
multiple scattering
stream compaction
single scattering
parallel primitives
GPGPU
Author
Markus Billeter
Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)
Efficient stream compaction on wide SIMD many-core architectures
Proceedings of the Conference on High Performance Graphics,;Vol. 2009(2009)p. 159-166
Paper in proceeding
Two-Level Grids for Ray Tracing on GPUs
Computer Graphics Forum,;Vol. 30(2011)p. 307-314
Journal article
Real Time Volumetric Shadows using Polygonal Light Volumes
Proceedings of the Conference on High Performance Graphics, 2010,;(2010)p. 39-45
Paper in proceeding
Subject Categories
Computer Engineering
Areas of Advance
Information and Communication Technology
Roots
Basic sciences
Opponent: Prof. Lennart Ohlsson, Institutionen för Datavetenskap, Lunds Universitet, Sverige