Runtime Implementation of Modular Radiance Transfer

 

This technical paper focuses on implementation issues, including how our run time is designed to scale across many different platforms, from iPhones to modern GPUs.

August 1, 2011
ACM SIGGRAPH Sketches/Talks 2011

 

Authors

Bradford J. Loos (University of Utah)

Lakulish Antani (UNC Chapel Hill)

Kenny Mitchell (Disney Interactive Studios)

Derek Nowrouzezahrai (Disney Research)

Wojciech Jarosz (Disney Research)

Peter-Pike Sloan (Disney Interactive Studios)

Runtime Implementation of Modular Radiance Transfer

Abstract

Real-time rendering of indirect lighting significantly enhances the sense of realism in video games. Unfortunately, previously including such effects often required time-consuming scene dependent precomputation and heavy runtime computations unsuitable for low-end devices, such as mobile phones or game consoles. Modular Radiance Transfer (MRT) [Loos et al. 2011], is a recent technique that computes approximate direct-to-indirect transfer [Haˇsan et al. 2006; Kontkanen et al. 2006; Lehtinen et al. 2008] by warping and combining light transport from a small library of simple shapes. This talk complements a technical paper and focuses on implementation issues, including how our runtime is designed to scale across many different platforms, from iPhones to modern GPUs.

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