The design and analysis of spatial data structures
The design and analysis of spatial data structures
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Radiance cache splatting: a GPU-friendly global illumination algorithm
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
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
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
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth 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
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
Real-time soft shadow mapping by backprojection
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
Direct illumination from dynamic area lights
SIGGRAPH '09: Posters
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
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Exploring global illumination for virtual reality
ACM SIGGRAPH 2010 Posters
A deferred shading pipeline for real-time indirect illumination
ACM SIGGRAPH 2010 Talks
Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Edge-avoiding À-Trous wavelet transform for fast global illumination filtering
Proceedings of the Conference on High Performance Graphics
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the 2011 SIGGRAPH Asia Conference
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
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
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
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
Toward practical real-time photon mapping: efficient GPU density estimation
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
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
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Global illumination provides a visual richness not achievable with the direct illumination models used by most interactive applications. To generate global effects, numerous approximations attempt to reduce global illumination costs to levels feasible in interactive contexts. One such approximation, reflective shadow maps, samples a shadow map to identify secondary light sources whose contributions are splatted into eye-space. This splatting introduces significant overdraw that is usually reduced by artificially shrinking each splat's radius of influence. This paper introduces a new, multi-resolution approach for interactively splatting indirect illumination. Instead of reducing GPU fill rate by reducing splat size, we reduce fill rate by rendering splats into a multi-resolution buffer. This takes advantage of the low-frequency nature of diffuse and glossy indirect lighting, allowing rendering of indirect contributions at low resolution where lighting changes slowly and at high resolution near discontinuities. Because this multi-resolution rendering occurs on a per-splat basis, we can significantly reduce fill rate without arbitrarily clipping splat contributions below a given threshold---those regions simply are rendered at a coarse resolution.