Sciweavers

VMV
2007

GPU Rendering of Secondary Effects

14 years 1 months ago
GPU Rendering of Secondary Effects
In this paper we present an efficient data structure and algorithms for GPU ray tracing of secondary effects like reflections, refractions and shadows. Our method extends previous work on layered depth cubes in that it uses layered depth cubes as an adaptive space partitioning scheme for ray tracing. We propose a new method to efficiently build LDCs on the GPU using geometry shaders available in Direct3D 10. The overhead of peeling the scene multiple times can thus be avoided. We further show that the traversal of secondary rays is greatly accelerated by exploiting a two level hierarchy and the adaptive nature of the LDC. Due to the computational and bandwidth capacities available on recent GPUs our method enables high-quality rendering of static and dynamic scenes at interactive rates.
Kai Bürger, Stefan Hertel, Jens Krüger,
Added 07 Nov 2010
Updated 07 Nov 2010
Type Conference
Year 2007
Where VMV
Authors Kai Bürger, Stefan Hertel, Jens Krüger, Rüdiger Westermann
Comments (0)