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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