The influence of dynamic shadows on presence in immersive virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
The Dichotomy of Presence Elements: The Where and What
VR '03 Proceedings of the IEEE Virtual Reality 2003
The Influence of Rendering Quality on Presence And Task Performance in a Virtual Environment
VR '03 Proceedings of the IEEE Virtual Reality 2003
A Virtual Light Field Approach to Global Illumination
CGI '04 Proceedings of the Computer Graphics International
A CAVE system for interactive modeling of global illumination in car interior
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Traversal fields for ray tracing dynamic scenes
Proceedings of the ACM symposium on Virtual reality software and technology
Presence in response to dynamic visual realism: a preliminary report of an experiment study
Proceedings of the ACM symposium on Virtual reality software and technology
Fast ray tracing of scenes with unstructured motion
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
Exploring global illumination for virtual reality
ACM SIGGRAPH 2010 Posters
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Global illumination in VR applications remains an elusive goal. While it potentially has a positive impact on presence, the significant real-time computation and integration complexities involved have been stumbling blocks. In this paper we present recent and ongoing work in the Virtual Light Field paradigm for global illumination as a solution to this problem. We discuss its suitability for real-time VR applications and detail recent work in integrating it with the XVR system for real-time GPU-based rendering in a CAVE™. This rendering method achieves real-time rendering of L(S|D)* E solutions in time independent of illumination complexity and largely independent of geometric complexity.