Efficient Point Based Global Illumination on GPU
Fulltekst
RELATERTE DOKUMENTER
The total roadmap graph texture and the working set memory space allocated for the entire game agents are liable to exceed the global memory available on a given GPU.. The
We propose a hybrid model: a multiple inputs, multi-GPUs framework that utilizes all the avail- able GPU memory and maximizes the arithmetic inten- sity, providing the fastest rate
Based on current work in the field of GPU ray-casting of height fields, we have proposed some novel contributions in the scope of terrain rendering.. These contributions include
Based on the general octree structure idea, a GPU-based octree structure is given to generate the sample points which are used to calculate the shortest distance to the triangle
On a frame-by-frame basis, our GPU accelerated renderer com- putes point cloud visibility, fills and filters the sparse depth map to generate a continuous surface representation of
In this paper we present a local surface reconstruction and visualization technique that provides interactive feedback for reasonably sized point clouds, while achieving high
In our work, we use a volume rendering approach based on a Kernel Density Estimation (KDE) of the point cloud to give insight into the interior of the point cloud as well as pro-
For the classification process local geometric properties (features) of the point cloud are computed based on point relations, normals, and principal curvatures1. For the training