SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The irradiance Jacobian for partially occluded polyhedral sources
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
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 selective photon tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Computer Graphics and Applications
A Framework for Streaming Geometry in VRML
IEEE Computer Graphics and Applications
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Interactive Global Illumination in Dynamic Environments Using Commodity Graphics Hardware
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
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
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Shading in valve's source engine
ACM SIGGRAPH 2006 Courses
Radiance cache splatting: a GPU-friendly global illumination algorithm
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Advanced Global Illumination
Illustrative rendering in Team Fortress 2
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
Illustrative rendering in Team Fortress 2
ACM SIGGRAPH 2007 courses
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency relighting of non-diffuse objects using separable BRDF approximation
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
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
Volumetric vector-based representation for indirect illumination caching
Journal of Computer Science and Technology
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Streaming data to efficiently render complex 3D scenes in presence of global illumination is still a challenging task. In this paper, we introduce a new data structure based on a 3D grid of irradiance vectors to store the indirect illumination appearing on complex and detailed objects: the Irradiance Vector Grid (IVG). This representation is independent of the geometric complexity and is suitable for quantization to different quantization schemes. Moreover, its streaming over network involves only a small overhead compared to detailed geometry, and can be achieved independently of the geometry. Furthermore, it can be efficiently rendered using modern graphics hardwar. We demonstrate our new data structure in a new remote 3D visualization system, that integrates indirect lighting streaming and progressive transmission of the geometry, and study the impact of different strategies on data transfer.