Abstract:
In this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of DirectX/OpenGL pipelines, but require global geometric or illumination information when shading a point. In addition to the theory and state of the art of these approaches, we go into the details of a few algorithms, including mirror reflections, reflactions, caustics, diffuse/glossy indirect illumination, precomputation aided global illumination for surface and volumetric models, obscurances and tone mapping, also giving their GPU implementation in HLSL or Cg language.
Keywords:
Global illumination, GPU programming, HLSL, Radiosity, Soft shadow
algorithms, Environment mapping, Diffuse/Glossy indirect illumination, Mirror
Reflection/Refraction, Caustics generation, Monte-carlo methods, Pre-computation
aided global illumination, PRT, Ambient Occlusion, Obscurances, Participating
Media, Multiple scattering.