Abstract
We present an extension of the lighting grid hierarchy method for real-time rendering with many lights on the GPU. We describe efficient methods for parallel construction of the lighting grid hierarchy and using it with deferred rending. We also present a method for estimating shadows from many lights with a small number of shadow samples using the ray tracing API on the GPU. We show how our approach can be used for real-time global illumination computation with virtual point lights.
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Supplemental movie, appendix, image and software files for, Gradient Estimation for Realtime Adaptive Temporal Filtering
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Index Terms
Real-Time Rendering with Lighting Grid Hierarchy
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