Global Illumination Thesis

This is done by both combining the lighting distribution with view importance,and automatically determining the important areas of the scene in which to startlight paths.This gives a speed up of between three times, and two orders ofmagnitude, depending on scene and lighting complexity.As a result, you basically have to rediscover much of what the previous authors did by trying different approaches and experimenting a lot.

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This thesis presentsseveral methods to improve the speed of global illumination computation, andtherefore enables faster image synthesis.

Global illumination can be calculated inan offline process, typically taking many minutes to hours to compute an accuratesolution, or it can be approximated at interactive or real-time rates.

Many things took much more time than I had initially anticipated, and so there simply was not enough time to do everything I wanted to do in the end.

The current literature and scientific papers about this topic is very sparse on details, and only describes the very tip of the iceberg.

Therefore, much research is focused on investigating efficient ways to approximate light behavior within these real-time constraints.

In this thesis, we implement a general purpose algorithm for real-time applications to approximate indirect lighting.

We find similar performance and quality with both voxelization algorithms.

Download Version 1.01(PDF, 33MB) Alternative Download Link Voxel cone tracing is a real-time method that approximates global illumination using a voxel approximation of the original scene.

This is termed global illumination, and isa vital part of physically-based rendering.

Although providing compelling andaccurate images, this is a computationally expensive process.


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