SIGGRAPH '95 Proceedings of the 22nd 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
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th 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
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
An approximate global illumination system for computer generated films
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
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Advanced Global Illumination
Is accurate occlusion of glossy reflections necessary?
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Interactive Global Illumination Using Implicit Visibility
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
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
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
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)
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
Real-time global illumination for dynamic scenes
ACM SIGGRAPH 2009 Courses
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Effects of global illumination approximations on material appearance
ACM SIGGRAPH 2010 papers
A deferred shading pipeline for real-time indirect illumination
ACM SIGGRAPH 2010 Talks
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Edge-avoiding À-Trous wavelet transform for fast global illumination filtering
Proceedings of the Conference on High Performance Graphics
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time diffuse global illumination using radiance hints
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
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
High-performance Monte Carlo radiosity on GPU based on scene partitioning
Microprocessors & Microsystems
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Spatio-Temporal Filtering of Indirect Lighting for Interactive Global Illumination
Computer Graphics Forum
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Importance Caching for Complex Illumination
Computer Graphics Forum
Crowd Light: Evaluating the Perceived Fidelity of Illuminated Dynamic Scenes
Computer Graphics Forum
Pre-convolved Radiance Caching
Computer Graphics Forum
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
Augmented Reality: Reciprocal shading for mixed reality
Computers and Graphics
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Guided image filtering for interactive high-quality global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Fast global illumination on dynamic height fields
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Multi-image based photon tracing for interactive global illumination of dynamic scenes
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
Data-parallel hierarchical link creation for radiosity
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Low-Complexity Intervisibility in Height Fields
Computer Graphics Forum
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
Fast light-map computation with virtual polygon lights
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Efficient shading of indirect illumination applying reflective shadow maps
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Global illumination with radiance regression functions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
Imperfect voxelized shadow volumes
ACM SIGGRAPH 2013 Talks
Parallel Monte Carlo radiosity using scene partitioning
International Journal of High Performance Computing Applications
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
The shading probe: fast appearance acquisition for mobile AR
SIGGRAPH Asia 2013 Technical Briefs
Efficient virtual shadow maps for many lights
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
LightSkin: real-time global illumination for virtual and mixed reality
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Interactive lighting design with hierarchical light representation
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. While the high-frequency nature of direct lighting requires accurate visibility, indirect illumination mostly consists of smooth gradations, which tend to mask errors due to incorrect visibility. We exploit this by approximating visibility for indirect illumination with imperfect shadow maps---low-resolution shadow maps rendered from a crude point-based representation of the scene. These are used in conjunction with a global illumination algorithm based on virtual point lights enabling indirect illumination of dynamic scenes at real-time frame rates. We demonstrate that imperfect shadow maps are a valid approximation to visibility, which makes the simulation of global illumination an order of magnitude faster than using accurate visibility.