My renderer update – Instant Radiosity moved on GPU

本文探讨了在光线追踪框架下,即时辐射度技术对于点光源记录与替换的应用。文章中提到,在迭代光线递归过程中收集点光源,并将其传递到下一阶段处理。然而,GPU执行时间受限,超过一定数量的点光源(例如300个以上)会导致系统崩溃。

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With ray-tracing as the framework, Instant Radiosity is mainly about point lights record and replacing.

In my application, point lights are collected in the iterative ray recursion process, and they will be passed into the second pass. No tricks here.

The problem is: GPU execution cannot exceed a certain time, several seconds, so in the computers in my lab, more than 300 point lights will trigger crash. – LIGHTCUTS!

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