Automatic bounding of programmable shaders for efficient global illumination

Author:

Velázquez-Armendáriz Edgar1,Zhao Shuang1,Hašan Miloš1,Walter Bruce1,Bala Kavita1

Affiliation:

1. Cornell University

Abstract

This paper describes a technique to automatically adapt programmable shaders for use in physically-based rendering algorithms. Programmable shading provides great flexibility and power for creating rich local material detail, but only allows the material to be queried in one limited way: point sampling. Physically-based rendering algorithms simulate the complex global flow of light through an environment but rely on higher level information about the material properties, such as importance sampling and bounding, to intelligently solve high dimensional rendering integrals. We propose using a compiler to automatically generate interval versions of programmable shaders that can be used to provide the higher level query functions needed by physically-based rendering without the need for user intervention or expertise. We demonstrate the use of programmable shaders in two such algorithms, multidimensional lightcuts and photon mapping, for a wide range of scenes including complex geometry, materials and lighting.

Funder

Division of Computing and Communication Foundations

Consejo Nacional de Ciencia y Tecnología

Division of Computer and Network Systems

National Science Foundation

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

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Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Path cuts;ACM Transactions on Graphics;2020-12-31

2. Towards Automatic Band-Limited Procedural Shaders;Computer Graphics Forum;2015-10

3. An Optimizing Compiler for Automatic Shader Bounding;Computer Graphics Forum;2010-08-26

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