Monte Carlo techniques for direct lighting calculations
ACM Transactions on Graphics (TOG)
Reflection space image based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Structured importance sampling of environment maps
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Efficient BRDF importance sampling using a factored representation
ACM SIGGRAPH 2004 Papers
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Wavelet importance sampling: efficiently evaluating products of complex functions
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
BRDF-Shop: Creating Physically Correct Bidirectional Reflectance Distribution Functions
IEEE Computer Graphics and Applications
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
Generalized wavelet product integral for rendering dynamic glossy objects
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
A median cut algorithm for light probe sampling
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
Interactive editing and modeling of bidirectional texture functions
ACM SIGGRAPH 2007 papers
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
A precomputed polynomial representation for interactive BRDF editing with global illumination
ACM Transactions on Graphics (TOG)
Spherical harmonic gradients for mid-range illumination
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth 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
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Efficient affinity-based edit propagation using K-D tree
ACM SIGGRAPH Asia 2009 papers
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
Optimizing Monte Carlo radiosity on graphics hardware
The Journal of Supercomputing
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Interactive bi-scale editing of highly glossy materials
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Interactive editing of lighting and materials using a bivariate BRDF representation
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A PCA decomposition for real-time brdf editing and relighting with global illumination
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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We present an efficient computational algorithm for functions represented by a nonlinear piecewise constant approximation called cuts. Our main contribution is a single traversal algorithm for merging cuts that allows for arbitrary pointwise computation, such as addition, multiplication, linear interpolation, and multi-product integration. A theoretical error bound of this approach can be proved using a statistical interpretation of cuts. Our algorithm extends naturally to computation with many cuts and maps easily to modern GPUs, leading to significant advantages over existing methods based on wavelet approximation. We apply this technique to the problem of realistic lighting and material design under complex illumination with arbitrary BRDFs. Our system smoothly integrates all-frequency relighting of shadows and reflections with dynamic per-pixel shading effects, such as bump mapping and spatially varying BRDFs. This combination of capabilities is typically missing in current systems. We represent illumination and precomputed visibility as nonlinear sparse vectors; we then use our cut merging algorithm to simultaneously interpolate visibility cuts at each pixel, and compute the triple product integral of the illumination, interpolated visibility, and dynamic BRDF samples. Finally, we present a two-pass, data-driven approach that exploits pilot visibility samples to optimize the construction of the light tree, leading to more efficient cuts and reduced datasets.