Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
143 tokens/sec
GPT-4o
7 tokens/sec
Gemini 2.5 Pro Pro
46 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
38 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Implementing a Photorealistic Rendering System using GLSL (1505.06022v1)

Published 22 May 2015 in cs.GR

Abstract: Ray tracing on GPUs is becoming quite common these days. There are many publicly available documents on how to implement basic ray tracing on GPUs for spheres and implicit surfaces. We even have some general frameworks for ray tracing on GPUs. We however hardly find details on how to implement more complex ray tracing algorithms themselves that are commonly used for photorealistic rendering. This paper explains an implementation of a stand-alone rendering system on GPUs which supports the bounding volume hierarchy and stochastic progressive photon mapping. The key characteristic of the system is that it uses only GLSL shaders without relying on any platform dependent feature. The system can thus run on many platforms that support OpenGL, making photorealistic rendering on GPUs widely accessible. This paper also sketches practical ideas for stackless traversal and pseudorandom number generation which both fit well with the limited system configuration.

Citations (4)

Summary

We haven't generated a summary for this paper yet.