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+ | ====== Progressive Lightcuts for GPU ====== | ||
+ | **T. Davidovic**, [[https://graphics.cg.uni-saarland.de/iliyan-georgiev/|I. Georgiev]], and [[http://graphics.cs.uni-saarland.de/slusallek/|P. Slusallek]] | ||
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+ | Talk at [[http://s2012.siggraph.org/|Siggraph 2012]] | ||
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+ | {{:school:davidovic_s2012:lcc20.png?160|Image}} | ||
+ | {{:school:davidovic_s2012:lcc20_cutsize.png?160|Cutsize}} | ||
+ | {{:school:davidovic_s2012:lcc20_stats.png?160|DfsVsFull}} | ||
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+ | [{{school:davidovic_s2012:davidovic_s2012.bib|bib}}] | ||
+ | [{{school:davidovic_s2012:davidovic_s2012.pdf|abstract}}] | ||
+ | [{{school:davidovic_s2012:davidovic_s2012.pptx|presentation}}] | ||
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+ | **Abstract**: Lightcuts [[http://www.cs.cornell.edu/~kb/projects/lightcuts/index.htm|Walter et al. 2005]] is an attractive rendering algorithm that efficiently handles complex lighting by adaptively approximating the illumination at a point using clusters of virtual point light (VPL) sources. Two of its limitations are the infinite amount of | ||
+ | memory required for variance convergence and the bias introduced by VPL contribution clamping. We present a consistent progressive Lightcuts variant, which converges to the correct solution with a bounded memory footprint. This is essential for high quality rendering, especially considering the tight memory budget on the GPU. |