GPU Computing Gems Emerald Edition 2011
DOI: 10.1016/b978-0-12-384988-5.00025-5
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Lattice Boltzmann Lighting Models

Abstract: In this chapter, we present a GPU-based implementation of a photon transport model that is particularly effective in global illumination of participating media, including atmospheric geometry such as clouds, smoke, and haze, as well as densely placed, translucent surfaces. The model provides the "perfect" GPU application in the sense that the kernel code can be structured to minimize control flow divergence and yet avoid all memory bank conflicts and uncoalesced accesses to global memory. Thus the speedups ove… Show more

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Cited by 16 publications
(17 citation statements)
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References 16 publications
(23 reference statements)
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“…These discrete values are used to approximate the different terms in the RTE: the radiance distribution is stored in a 3D grid, and light is exchanged between neighboring volume elements, reducing the computation to local interactions only. A variant of these methods postulates a simple photon transport model that describes a diffusion process to compute light transport in participating media based on the lattice-Boltzmann method [Geist et al 2004]. Recently, Fattal [2009] presented an improvement of DOMs to reduce light smearing (due to repeated interpolation) and ray effects (due to discretized directions).…”
Section: Instant Radiosity Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…These discrete values are used to approximate the different terms in the RTE: the radiance distribution is stored in a 3D grid, and light is exchanged between neighboring volume elements, reducing the computation to local interactions only. A variant of these methods postulates a simple photon transport model that describes a diffusion process to compute light transport in participating media based on the lattice-Boltzmann method [Geist et al 2004]. Recently, Fattal [2009] presented an improvement of DOMs to reduce light smearing (due to repeated interpolation) and ray effects (due to discretized directions).…”
Section: Instant Radiosity Methodsmentioning
confidence: 99%
“…The number of required iterations depend on the resolution of the grid. Similar to [Geist et al 2004] we use two times the longest side of the LPV iterations as a heuristic for the scheme as described above. Obviously this is not feasible for our real-time requirements for reasonably sized LPVs.…”
Section: Iterationsmentioning
confidence: 99%
“…Instead of solving the diffusion equation, an alternative way to simulate multiple scattering in participating media is to use Lattice Boltzmann methods to trace the photon transport on a discrete grid [27]. To correctly handle the light transport near detailed boundaries of translucent objects, high-resolution grids are needed, though makes the simulation difficult to fit into limited GPU memory even for relatively simple objects [28].…”
Section: Related Workmentioning
confidence: 99%
“…To correctly handle the light transport near detailed boundaries of translucent objects, high-resolution grids are needed, though makes the simulation difficult to fit into limited GPU memory even for relatively simple objects [28]. Recently, Bernabei et al [29] proposed to overcome the GPU memory limitation by localizing the computation of Lattice Boltzmann lighting.…”
Section: Related Workmentioning
confidence: 99%
“…Lattice-Boltzmann methods are thus often regarded as computational alternatives to finite-element methods (FEMs), and as such they have have provided significant successes in modeling fluid flows and associated transport phenomena [2][3][4][5][6]. They provide stability, accuracy, and computational efficiency comparable to FEMs, but they offer significant advantages in ease of implementation, parallelization, and an ability to handle interfacial dynamics and complex boundaries.…”
Section: Introductionmentioning
confidence: 99%