Ten lectures on wavelets
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Fast approximation to spherical harmonics rotation
ACM SIGGRAPH 2006 Sketches
Enhancing X3D for advanced MR appliances
Proceedings of the twelfth international conference on 3D web technology
Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
IEEE Transactions on Visualization and Computer Graphics
A novel hemispherical basis for accurate and efficient rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Enhancing realism of mixed reality applications through real-time depth-imaging devices in X3D
Proceedings of the 16th International Conference on 3D Web Technology
A scalable framework for image-based material representations
Proceedings of the 17th International Conference on 3D Web Technology
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We present a lightweight framework composed of two extensions to introduce precomputed radiance transfer (PRT) to X3D. Depending on the basis function, PRT is used to simulate shading, complex light transfer and effects like subsurface scattering and caustics in real time by projecting incident light and transfer functions into frequency space, which allows the solution of the integration of the rendering equation through a simple dot product. Light transfer from incident to transferred radiance thus becomes a matter of solving dot products of coefficient vectors, which can be easily evaluated on the GPU. In this paper, we identify the minimal set of components needed for an X3D application to use spherical harmonic based PRT, and discuss how further enhancements to PRT can be implemented, like new basis functions and other features.