18 February 2014 Real-time global illumination on mobile device
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We propose a novel method for real-time global illumination on mobile devices. Our approach is based on instant radiosity, which uses a sequence of virtual point lights in order to represent the e ect of indirect illumination. Our rendering process consists of three stages. With the primary light, the rst stage generates a local illumination with the shadow map on GPU The second stage of the global illumination uses the re ective shadow map on GPU and generates the sequence of virtual point lights on CPU. Finally, we use the splatting method of Dachsbacher et al 1 and add the indirect illumination to the local illumination on GPU. With the limited computing resources in mobile devices, a small number of virtual point lights are allowed for real-time rendering. Our approach uses the multi-resolution sampling method with 3D geometry and attributes simultaneously and reduce the total number of virtual point lights. We also use the hybrid strategy, which collaboratively combines the CPUs and GPUs available in a mobile SoC due to the limited computing resources in mobile devices. Experimental results demonstrate the global illumination performance of the proposed method.
© (2014) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Minsu Ahn, Minsu Ahn, Inwoo Ha, Inwoo Ha, Hyong-Euk Lee, Hyong-Euk Lee, James D. K. Kim, James D. K. Kim, "Real-time global illumination on mobile device", Proc. SPIE 9030, Mobile Devices and Multimedia: Enabling Technologies, Algorithms, and Applications 2014, 903005 (18 February 2014); doi: 10.1117/12.2036152; https://doi.org/10.1117/12.2036152


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