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This thesis presents two methods for the computation of global illumination. The first is an extension of Reflective Shadow Maps with an additional shadow test in order to handle occlusion. The second method is a novel, bidirectional Light-Injection approach. Rays originating from the light source are traced through the scene and stored inside the shafts of the Linespace datastructure. These shafts are a discretization of the possible spatial directions. The Linespaces are embedded in a Uniform Grid. When retrieving this pre-calculated lightning information no traversal of datastructures and no additional indirection is necessary in the best-case scenario. This reduces computation time and variance compared to Pathtracing. Areas that are mostly lit indirectly and glas profit the most from this. However, the result is only approximative in nature and produces visible artifacts.
The Material Point Method (MPM) has proven to be a very capable simulation method in computer graphics that is able to model materials that were previously very challenging to animate [1, 2]. Apart from simulating singular materials, the simulation of multiple materials that interact with each other introduces new challenges. This is the focus of this thesis. It will be shown that the self-collision capabilities of the MPM can naturally handle multiple materials interacting in the same scene on a collision basis, even if the materials use distinct constitutive models. This is then extended by porous interaction of materials as in[3], which also integrates easily with MPM.It will furthermore be shown that regular single-grid MPM can be viewed as a subset of this multi-grid approach, meaning that its behavior can also be achieved if multiple grids are used. The porous interaction is generalized to arbitrary materials and freely changeable material interaction terms, yielding a flexible, user-controllable framework that is independent of specific constitutive models. The framework is implemented on the GPU in a straightforward and simple way and takes advantage of the rasterization pipeline to resolve write-conflicts, resulting in a portable implementation with wide hardware support, unlike other approaches such as [4].