An empirical evaluation of a GPU radiosity solver

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Abstract

This paper presents an empirical evaluation of a GPU radiosity solver which was described in the authors previous work. The implementation is evaluated in regard to rendering times in comparision with a classical CPU implementation. Results show that the GPU implementation outperforms the CPU algorithm in most cases, most importantly, in cases where the number of radiosity elements is high. Furthermore, the impact of the projection - which is used for determining the visibility - on the quality of the rendering is assessed. Results gained with a hemispherical projection performed in a vertex shader and with a real non-linear hemispherical projection are compared against the results of the hemicube method. Based on the results of the evaluation, possible improvements for further research are pointed out.

Original languageEnglish
Title of host publicationGRAPP 2010 - Proceedings of the International Conference on Computer Graphics Theory and Applications
EditorsPaul Richard, José Braz, Adrian Hilton
Place of PublicationSetúbal
PublisherSciTePress Digital Library
Pages225-232
Number of pages8
ISBN (Print)978-989-674-026-9
DOIs
Publication statusPublished - 10 Sept 2010
Externally publishedYes
Event5th International Conference on Computer Graphics Theory and Applications, GRAPP 2010 - Angers, France
Duration: 17 May 201021 May 2010

Conference

Conference5th International Conference on Computer Graphics Theory and Applications, GRAPP 2010
Country/TerritoryFrance
CityAngers
Period17/05/1021/05/10

Keywords

  • Global illumination
  • GPU programming
  • Projections
  • Radiosity

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