Temporal Sampling for Real-Time Global Illumination

Author(s):  
Cristian Lambru ◽  
Anca Morar ◽  
Florica Moldoveanu ◽  
Victor Asavei
2019 ◽  
Author(s):  
Kathryn Stewart ◽  
Scott A. Taylor

Hybrid zones are important windows into evolutionary processes and our understanding of their significance and prevalence in nature has expanded quickly. Yet most hybridization research has restricted temporal and spatial resolution, limiting our ability to draw broad conclusions about evolutionary and conservation related outcomes. Here, we argue rapidly advancing environmental DNA (eDNA) methodology should be adopted for studies of hybrid zones to increase temporal sampling (contemporary and historical), to refine and geographically expand sampling density, and to collect data for taxa that are difficult to directly sample. Genomic data in the environment offer the potential for near real-time biological tracking and eDNA provides broad, as yet untapped potential to address eco-evolutionary questions.


2021 ◽  
Author(s):  
◽  
Joseph Bennett

<p>Real-time global illumination that scales from low to high-end hardware is important for interactive applications so they can reach wider audiences. To do this, the real-time lighting algorithm used needs to have varying performance characteristics.  Sparse Radiance Probes (SRP) is a recent real-time global illumination algorithm that runs in under 5 ms per frame on a high-end Nvidia Titan X GPU. Its low per-frame timings suggest it could scale to low-end devices, but no prior work provides complete implementation details and evaluates its performance across devices with varying performance characteristics to prove this. Therefore, this thesis aims to fill this gap and determine if SRP is scalable across low to high-end devices. SRP is implemented with adjustable scaling parameters, and its performance is compared across three test devices. A low-end iPhone 7, a mid-range AMD Radeon 560 graphics card, and a high-end AMD RX Vega 56 graphics card. The implementation in this thesis ran above 60 FPS for simple scenes on the iPhone 7, and with a reasonable reduction in quality, it ran just above 30 FPS on more complex scenes like Crytek Sponza. These results show that SRP can scale to low-end devices. While the implementation in this thesis runs in real time, there are implementation optimisations that would make SRP run even faster across all the test devices without reducing quality.</p>


GPU PRO 3 ◽  
2012 ◽  
pp. 209-230
Author(s):  
Sinje Thiedemann ◽  
Niklas Henrich ◽  
Thorsten Grosch ◽  
Stefan Müller

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