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dc.contributor.authorMoonen, Nolen_US
dc.contributor.authorJalba, Andrei C.en_US
dc.contributor.editorHauser, Helwig and Alliez, Pierreen_US
dc.date.accessioned2023-10-06T11:58:50Z
dc.date.available2023-10-06T11:58:50Z
dc.date.issued2023
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14802
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14802
dc.description.abstractEfficiently simulating the full range of light effects in arbitrary input scenes that contain participating media is a difficult task. Unified points, beams and paths (UPBP) is an algorithm capable of capturing a wide range of media effects, by combining bidirectional path tracing (BPT) and photon density estimation (PDE) with multiple importance sampling (MIS). A computationally expensive task of UPBP is the MIS weight computation, performed each time a light path is formed. We derive an efficient algorithm to compute the MIS weights for UPBP, which improves over previous work by eliminating the need to iterate over the path vertices. We achieve this by maintaining recursive quantities as subpaths are generated, from which the subpath weights can be computed. In this way, the full path weight can be computed by only using the data cached at the two vertices at the ends of the subpaths. Furthermore, a costly part of PDE is the search for nearby photon points and beams. Previous work has shown that a spatial data structure for photon mapping can be implemented using the hardware‐accelerated bounding volume hierarchy of NVIDIA's RTX GPUs. We show that the same technique can be applied to different types of volumetric PDE and compare the performance of these data structures with the state of the art. Finally, using our new algorithm and data structures we fully implement UPBP on the GPU which we, to the best of our knowledge, are the first to do so.en_US
dc.publisher© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd.en_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectglobal illumination
dc.subjectnovel applications of the GPU
dc.subjectray tracing
dc.subjectrendering
dc.titleEfficient Hardware Acceleration of Robust Volumetric Light Transport Simulationen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersORIGINAL ARTICLES
dc.description.volume42
dc.description.number6
dc.identifier.doi10.1111/cgf.14802


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License