GRK 1773 - Teilprojekt C4: Skalierbare Globale Beleuchtung

(01.10.2012)

In dem Projekt sollen globale Beleuchtungsverfahren für heterogene Bildsysteme entwickelt werden. Hierbei soll zuerst eine algorithmische Basis geschaffen werden, um unterschiedliche globale Beleuchtungsverfahren in variabler Qualität auf unterschiedlichster Hardware, vom Mobiltelefon bis zum High-End-Desktop, zu ermöglichen. Später sollen die Arbeiten in einer Middleware für globale Beleuchtung auf heterogenen Architekturen münden.

Publikationen am LGDV

Real-time Local Displacement using Dynamic GPU Memory Management
Real-time Local Displacement using Dynamic GPU Memory Management
Real-time Simulation of Human Vision using Temporal Compositing with CUDA on the GPU
Real-time Simulation of Human Vision using Temporal Compositing with CUDA on the GPU
Real-time Depth of Field using Multi-Layer Filtering
Real-time Depth of Field using Multi-Layer Filtering
  • Kai Selgrad, Christian Reintges, Dominik Penk, Pascal Wagner, Marc Stamminger
  • Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2015
  • 2015; S. 121-127; ISBN: 978-1-4503-3392-4;
Filtering Multilayer Shadow Maps for Accurate Soft Shadows
Filtering Multilayer Shadow Maps for Accurate Soft Shadows
Enhanced Sphere Tracing
Enhanced Sphere Tracing
Local Painting and Deformation of Meshes on the GPU
Real-Time Deformation of Subdivision Surfaces from Object Collisions
Real-Time Deformation of Subdivision Surfaces from Object Collisions
State of the Art Report on Real-time Rendering with Hardware Tessellation
Efficient Ray Tracing of Subdivision Surfaces using Tessellation Caching
Efficient Ray Tracing of Subdivision Surfaces using Tessellation Caching
  • Carsten Benthin, Sven Woop, Matthias Nießner, Kai Selgrad, Ingo Wald
  • Proceedings of the 7th High-Performance Graphics Conference
  • 2015; S. 5-12; ISBN: 978-1-4503-3707-6;
Faster Ray-Traced Shadows for Hybrid Rendering of Fully Dynamic Scenes by Pre-BVH Culling
Faster Ray-Traced Shadows for Hybrid Rendering of Fully Dynamic Scenes by Pre-BVH Culling
Tiled Depth of Field Splatting
Tiled Depth of Field Splatting
Spherical Fibonacci Mapping
Spherical Fibonacci Mapping

Förderer

  • Deutsche Forschungsgemeinschaft