Hardware-Accelerated Global Illumination by Image Space Photon Mapping

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
27,667
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Feb 20, 2010

Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a k-d tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a filter kernel based on the a priori probability density of each photon path. These two steps exploit the fact that initial path segments from point lights and final ones into a pinhole camera each have a common center of projection. An optional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes. ISPM preserves the accurate and physically-based nature of photon mapping, supports arbitrary BSDFs, and captures both high- and low-frequency illumination effects such as caustics and diffuse color interreflection.

An implementation on a consumer GPU and 8-core CPU renders high-quality global illumination at up to 26 Hz at HD (1920x1080) resolution, for complex scenes containing moving objects and lights.

More info and resources:
http://bit.ly/97S42G

Category:

Gaming

Tags:

License:

Standard YouTube License

  • likes, 4 dislikes

Link to this comment:

Share to:

Uploader Comments (BCEMCOCATb)

  • bad shadows, looks like its all floating

  • @Capeau it is not about shadows or polygons or artistic look. It is a technical demonstration of HA Global Illumination implementation.

  • Really only 26 Hz? Or do you mean GHz? That sounds more realistic.

  • @TrickyEmu You probably are confusing it with CPU or GPU clocks. 26 Hz is a refresh rate, in other words FPS.

  • You planning on licensing this in the future? Can I expect to be seeing your engine in games?

  • @Phygar1, I am just an uploader. There's a link to their official site in info to this video.

see all

All Comments (28)

Sign In or Sign Up now to post a comment!
  • Natural selection 2 assets? wait, is this tech in NS2?

  • With direct illumination only, this looks a whole darn lot like Doom 3.

  • @mrJv2k7

    Correct me if I'm wrong, but I believe this is what AO is trying to approximate.

  • cool! throw in some AO and bigger textures and you've got a winner :D

  • not bad. I have this hunch that spread out light is better handled as propagated folded geometry. as opposed to sampling/photon scatter. but it might not be faster

  • This is extremely cool! Great demo

  • ахахахахаха, чувак, стелишь!

  • Amazing Idea, well done!

    Вы профессионалы, или любители?

Loading...

Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more