A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fitting virtual lights for non-diffuse walkthroughs
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Efficiency issues for ray tracing
Journal of Graphics Tools
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
Radiosity on graphics hardware
GI '04 Proceedings of the 2004 Graphics Interface Conference
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
Interactive Global Illumination Using Implicit Visibility
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Interactive illumination with coherent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Making radiance and irradiance caching practical: adaptive caching and neighbor clamping
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
ACM SIGGRAPH ASIA 2009 Courses
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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Interactive rendering of global illumination effects is a challenging problem. While precomputed radiance transfer (PRT) is able to render such effects in real time the geometry is generally assumed static. This work proposes to replace the precomputed lighting response used in PRT by precomputed depth. Precomputing depth has the same cost as precomputing visibility, but allows visibility tests for moving objects at runtime using simple shadow mapping. For this purpose, a compression scheme for a high number of coherent surface shadow maps (CSSMs) covering the entire scene surface is developed. CSSMs allow visibility tests between all surface points against all points in the scene. We demonstrate the effectiveness of CSSM-based visibility using a novel combination of the lightcuts algorithm and hierarchical radiosity, which can be efficiently implemented on the GPU. We demonstrate interactive n-bounce diffuse global illumination, with a final glossy bounce and many high frequency effects: general BRDFs, texture and normal maps, and local or distant lighting of arbitrary shape and distribution -- all evaluated per-pixel. Furthermore, all parameters can vary freely over time -- the only requirement is rigid geometry.