Multi-Fragment Rendering for Glossy Bounces on the GPU.
Atsushi YoshimuraYusuke TokuyoshiTakahiro HaradaPublished in: EGSR (ST) (2022)
Keyphrases
- graphics hardware
- real time rendering
- real time
- cluster of workstations
- graphics processors
- computer graphics
- parallel implementation
- volume rendering
- ray casting
- photorealistic
- high fidelity
- light transport
- graphics processing units
- implicit surfaces
- image based rendering
- gpu implementation
- global illumination
- parallel algorithm
- frequency domain
- high resolution
- high quality
- computer vision