Real-Time GPU Techniques for Advanced Lighting Phenomena
Doktorsavhandling, 2014

In the real world, the visual perception of an object is completely determined by the object's interactions with light. One large application of computer graphics is to visualize virtual objects and worlds in a fashion that is familiar to humans. Successfully emulating light and its effects on virtual objects therefore plays a central role. The papers included in this thesis mainly explore improved methods of computing the effects of light in various settings. The focus is on doing so in real-time for interactive applications. Two papers target capturing the visual effects of light traveling through a participating medium (a medium such as fog or smog). The first of these papers presents a method that can be used to render shafts of light/volumetric shadows in real time. The second paper extends this to include additional effects associated with participating media, including, for example, indirect illumination of surfaces from light scattered in the medium. Next, two papers explore real-time rendering with many light sources. One paper presents a method to efficiently render in the presence of and manage thousands of light sources and demonstrates scaling up to one million lights. The other paper focuses on rendering on mobile devices (such as smartphones and tablet devices), and investigates the possibility of off-loading rendering tasks to a remote server. The paper presents one approach where a server computes indirect illumination represented by virtual light sources. The client retrieves these virtual light sources from the server and uses an adapted version of the previously presented many-lights technique for rendering. Graphics processing units (GPUs) play a central role in all these techniques. Thus, the first paper included in this thesis discusses efficient implementations of fundamental building blocks for programming GPUs. In particular, it presents an efficient implementation of the stream compaction operation. It further discusses the programming strategy that makes the implementation efficient and demonstrates several related fundamental operations developed using that strategy.

Shading

Rendering

Participating Media

Volumetric Shadows

Mobile Graphics

Scattering

Computer Graphics

GPGPU

Many-Light

EA, EDIT-Huset, Chalmers
Opponent: Chris Wyman. Senior Research Scientist, NVIDIA. Associate Professor of Computer Science, University of Iowa.

Författare

Markus Billeter

Chalmers, Data- och informationsteknik, Datorteknik

Real-Time Multiple Scattering using Light Propagation Volumes

Proceedings - I3D 2012: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2012 16th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2012, Costa Mesa, CA, 9-11 March 2012,;(2012)p. 119-126

Paper i proceeding

Real Time Volumetric Shadows using Polygonal Light Volumes

Proceedings of the Conference on High Performance Graphics, 2010,;(2010)p. 39-45

Paper i proceeding

Efficient stream compaction on wide SIMD many-core architectures

Proceedings of the Conference on High Performance Graphics,;Vol. 2009(2009)p. 159-166

Paper i proceeding

Clustered Deferred and Forward Shading

HPG '12: Proceedings of the Conference on High Performance Graphics 2012,;(2012)p. 87-96

Paper i proceeding

Ämneskategorier

Datorteknik

Styrkeområden

Informations- och kommunikationsteknik

ISBN

978-91-7385-993-6

Doktorsavhandlingar vid Chalmers tekniska högskola. Ny serie: 3674

EA, EDIT-Huset, Chalmers

Opponent: Chris Wyman. Senior Research Scientist, NVIDIA. Associate Professor of Computer Science, University of Iowa.

Mer information

Skapat

2017-10-07