A copy of this work was available on the public web and has been preserved in the Wayback Machine. The capture dates from 2016; you can also visit the original URL.
The file type is
A fast computation of unbiased global illumination is still an unsolved problem, especially if multiple bounces of light and non-diffuse materials are included. The standard Monte Carlo methods are time-consuming, because many incoherent rays are shot into the scene, which is hard to parallelize. On the other hand, GPUs can make the most of their computing power if the problem can be broken down into many parallel, small tasks. Casting global, parallel ray-bundles into the scene is a way ofdoi:10.2312/pe/vmv/vmv10/065-072 dblp:conf/vmv/HermesHG010 fatcat:g6fpqvh5jval7c6qjyuhh7x6ee