Michael Mara

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We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse(More)
Direct + Ambient Direct + Ambient Direct + (1-AO) ⇥ Ambient + Radiosity + Mirror Rays Direct + (1-AO) ⇥ Ambient + Radiosity + Mirror Rays Figure 1: Left: Direct and hemispherical ambient illumination in San Miguel (6.5M triangles, 968 draw calls). Right: Direct lighting, approximate radiosity, mirror reflections, and AO computed from a two-layer Deep(More)
Caught in the light: The fulvalene diruthenium complex shown on the left side of the picture captures sun light, causing initial Ru-Ru bond rupture to furnish a long-lived triplet biradical of syn configuration. This species requires thermal activation to reach a crossing point (middle) into the singlet manifold on route to its thermal storage isomer on the(More)
Translucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Unfortunately, they are hard to simulate in real-time and have thus previously been rendered poorly compared to opaque surfaces in games. This paper introduces the first model for a(More)
In this talk we present two different ways to map indirect lighting computation onto the new "pipeline" represented by the Cloud. Some of this new pipeline is familiar, but some is quite different. Given the vast space of possible hardware configurations and the many known algorithms for light transport, we explore two quite different approaches to indirect(More)
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