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 language | English |
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Title of host publication | GRAPP 2010 - Proceedings of the International Conference on Computer Graphics Theory and Applications |
Editors | Paul Richard, José Braz, Adrian Hilton |
Place of Publication | Setúbal |
Publisher | SciTePress Digital Library |
Pages | 225-232 |
Number of pages | 8 |
ISBN (Print) | 978-989-674-026-9 |
DOIs | |
Publication status | Published - 10 Sept 2010 |
Externally published | Yes |
Event | 5th International Conference on Computer Graphics Theory and Applications, GRAPP 2010 - Angers, France Duration: 17 May 2010 → 21 May 2010 |
Conference
Conference | 5th International Conference on Computer Graphics Theory and Applications, GRAPP 2010 |
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Country/Territory | France |
City | Angers |
Period | 17/05/10 → 21/05/10 |
Keywords
- Global illumination
- GPU programming
- Projections
- Radiosity