T12GPUGI Global Illumination Effects on the GPU
- Organizer
- Szirmay-Kalos László, TU Budapest
- Speakers
- Szirmay-Kalos László, TU Budapest
Szecsi László, TU Budapest
Mateu Sbert, University of Girona
- Abstract
- In this tutorial we present strategies for
photo-realistic illumination methods on the GPU. The
common characteristics of these algorithms is that they 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 of these algorithms, their GPU
implementation is also detailed using the HLSL language.
- Speakers' Background
-
- László Szirmay-Kalos
-
is the head of the computer graphics group at the Faculty
of Electrical Engineering and Information Technology at
the Budapest University of Technology and Economics. He
received Ph.D. in 1992 and full professorship in 2001 in
computer graphics. He also spent time at the University of
Girona, the Technical University of Vienna, and at the
University of Minnesota in guest lecturer and researcher
positions. His research area is Monte-Carlo global
illumination algorithms and their GPU implementation. He
published more than a hundred papers, scripts and book
chapters on this topic. He is the leader of the
illumination package of the GameTools EU-FP6 project. He
is member of Eurographics, where he has served three years
on the Executive Committee. Web.
- László Szecsi
- is an assistant professor at the Faculty of Electrical
Engineering and Information Technology at the Budapest
University of Technology and Economics. His research
interests include real-time ray-tracing, sampling, and GPU
based photorealistic rendering algorithms. He is member of
Eurographics.
- Mateu Sbert
- Mateu Sbert is a professor in Computer Science at the
University of Girona. He received M.Sc. in Theoretical
Physics (1977) at the University of Valencia, M.Sc. in
Mathematics (Statistics and Operations Research, 1983) at
University of Madrid and Ph.D. in Computer Science at the
U.P.C. (Universitat Politecnica de Catalunya, 1997, Best
Ph.D. Award). Mateu Sbert's research interests include the
application of Monte Carlo, Integral Geometry and
Information Theory techniques to radiosity, global
illumination and image based rendering. He has authored or
co-authored about a hundred papers in his areas of
research. Mateu Sbert coorganized the 2001 Dagsthul
Seminar No 01242 on Stochastic Methods in Rendering. He is
the coordinator of the GameTools project.
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