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Runtime Implementation of Modular Radiance Transfer.

Loos, Brad; Antani, Lakulish; Mitchell, Kenny; Nowrouzezahrai, Derek; Jarosz, Wojciech; Sloan, Peter-Pike

Authors

Brad Loos

Lakulish Antani

Derek Nowrouzezahrai

Wojciech Jarosz

Peter-Pike Sloan



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 [Hašan et al. 2006; Kontkanen et al. 2006; Lehtinen et al. 2008] by warping and combining light transport, in real-time, from a small library of simple shapes. This talk focusses on implementation issues of the MRT technical paper, including how our run time is designed to scale across many different platforms, from iPhones to modern GPUs.

Conference Name SIGGRAPH 2011
Start Date Nov 7, 2011
End Date Nov 11, 2011
Publication Date 2011
Deposit Date Aug 1, 2016
Publisher Association for Computing Machinery (ACM)
Pages 59:1-59:1
Series Title SIGGRAPH '11
Book Title ACM SIGGRAPH 2011 Talks
ISBN 978-1-4503-0974-5
DOI https://doi.org/10.1145/2037826.2037905
Keywords Indirect lighting, realism, video games,
Public URL http://researchrepository.napier.ac.uk/Output/321849
Publisher URL http://doi.acm.org/10.1145/2037826.2037905