CPU/GPU global illumination research
Université Paris-Est Marne-la-Vallée · Nov 2012 – Nov 2014 · global illumination research on CPU and GPU
A research engineering role at Université Paris-Est Marne-la-Vallée focused on global illumination. I implemented the same rendering approach on CPU and GPU to compare both paths. This work became the foundation for the rendering direction I later continued with DL-Instant.
What I did
I implemented virtual point lights in Embree and added the Lightcuts optimisation on top of the VPL method. I built the OpenGL rendering engine and the export path that transfers Embree results into it. The shadowing work covered Shadow Maps, Paraboloid Shadow Maps and Imperfect Shadow Maps.
Technical proof
GPU programming
The same global illumination approach implemented on both CPU and GPU, with virtual point lights in Embree and rendering in OpenGL.
3D math
Virtual point lights, the Lightcuts optimisation built on top of them, and ShadowMap, Paraboloid Shadow Map and Imperfect Shadow Map methods.
C++ · Embree · OpenGL / GLSL
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