{"title":"快速全局照明烘烤通过射线束","authors":"Yusuke Tokuyoshi, Takashi Sekine, Shinji Ogaki","doi":"10.1145/2077378.2077410","DOIUrl":null,"url":null,"abstract":"In interactive applications such as video games, light maps are often used to generate realistic images. However, baking light maps is time consuming because it is necessary to compute global illumination. This sketch presents a simple and fast rendering system for light maps. Our system exploits ray-bundles on DirectX®11 capable GPUs and outperforms ray tracing based methods. Furthermore, it supports tessellation for DirectX 11 games.","PeriodicalId":137004,"journal":{"name":"SIGGRAPH Asia 2011 Sketches","volume":"180 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Fast global illumination baking via ray-bundles\",\"authors\":\"Yusuke Tokuyoshi, Takashi Sekine, Shinji Ogaki\",\"doi\":\"10.1145/2077378.2077410\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In interactive applications such as video games, light maps are often used to generate realistic images. However, baking light maps is time consuming because it is necessary to compute global illumination. This sketch presents a simple and fast rendering system for light maps. Our system exploits ray-bundles on DirectX®11 capable GPUs and outperforms ray tracing based methods. Furthermore, it supports tessellation for DirectX 11 games.\",\"PeriodicalId\":137004,\"journal\":{\"name\":\"SIGGRAPH Asia 2011 Sketches\",\"volume\":\"180 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-12-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SIGGRAPH Asia 2011 Sketches\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2077378.2077410\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2011 Sketches","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2077378.2077410","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In interactive applications such as video games, light maps are often used to generate realistic images. However, baking light maps is time consuming because it is necessary to compute global illumination. This sketch presents a simple and fast rendering system for light maps. Our system exploits ray-bundles on DirectX®11 capable GPUs and outperforms ray tracing based methods. Furthermore, it supports tessellation for DirectX 11 games.