Radioptimization: goal based rendering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Maximum entropy light source placement
Proceedings of the conference on Visualization '02
Automating Lighting Design for Interactive Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Digital Lighting and Rendering (2nd Edition)
Digital Lighting and Rendering (2nd Edition)
LightKit: A lighting system for effective visualization
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2007 courses
Lighting and material of Halo 3
ACM SIGGRAPH 2008 Games
System for automated interactive lighting
System for automated interactive lighting
Lighting design: a goal based approach using optimisation
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Visual communication in interactive multimedia
SG'11 Proceedings of the 11th international conference on Smart graphics
Adaptive art --- a shape language driven approach to communicate dramaturgy and mood
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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Successful lighting in video games is more than a physically accurate illumination model. Aesthetics and function are of equal or greater importance. Lighting designers may deviate from physical accuracy to help a player identify an important object or to more powerfully evoke a desired emotion. Under the assumption that fulfilling the pipeline needs of interactive lighting design requires more than solving the computer rendering equation, we set out to develop a System for Automated Interactive Lighting (SAIL). The goal for SAIL was to develop an adaptive system that maintains lighting design goals (aesthetic and functional) in the context of unpredictable, interactive experiences. This paper presents SAIL and the results of a qualitative evaluation of SAIL's contributions. We describe the algorithms of SAIL, where it succeeds, and where it fails. We conclude with a plan for future work.