Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A framework for the analysis of error in global illumination algorithms
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Algorithm 778: L-BFGS-B: Fortran subroutines for large-scale bound-constrained optimization
ACM Transactions on Mathematical Software (TOMS)
A low distortion map between disk and square
Journal of Graphics Tools
A microfacet-based BRDF generator
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An anisotropic phong BRDF model
Journal of Graphics Tools
Models of light reflection for computer synthesized pictures
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
Efficient rendering of spatial bi-directional reflectance distribution functions
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Unified Approach to Prefiltered Environment Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
View-dependent precomputed light transport using nonlinear Gaussian function approximations
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
All-frequency relighting of glossy objects
ACM Transactions on Graphics (TOG)
Inverse shade trees for non-parametric material representation and editing
ACM SIGGRAPH 2006 Papers
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
IEEE Transactions on Visualization and Computer Graphics
A precomputed polynomial representation for interactive BRDF editing with global illumination
ACM Transactions on Graphics (TOG)
Modeling anisotropic surface reflectance with example-based microfacet synthesis
ACM SIGGRAPH 2008 papers
Importance sampling of products from illumination and BRDF using spherical radial basis functions
The Visual Computer: International Journal of Computer Graphics
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
An analysis of the in-out BRDF factorization for view-dependent relighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
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
Experimental analysis of BRDF models
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
envyLight: an interface for editing natural illumination
ACM SIGGRAPH 2010 papers
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
I3D '11 Symposium on Interactive 3D Graphics and Games
ACM SIGGRAPH 2011 papers
Interactive hair rendering and appearance editing under environment lighting
Proceedings of the 2011 SIGGRAPH Asia Conference
SIGGRAPH Asia 2011 Sketches
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
Photorealistic cloth in real-time applications
Computer Animation and Virtual Worlds
Accurate fitting of measured reflectances using a Shifted Gamma micro-facet distribution
Computer Graphics Forum
Interactive bi-scale editing of highly glossy materials
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Fast estimation and rendering of indirect highlights
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
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Specular lobe aware upsampling based on spherical Gaussians
ACM SIGGRAPH 2013 Posters
Anisotropic spherical Gaussians
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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We describe a technique for real-time rendering of dynamic, spatially-varying BRDFs in static scenes with all-frequency shadows from environmental and point lights. The 6D SVBRDF is represented with a general microfacet model and spherical lobes fit to its 4D spatially-varying normal distribution function (SVNDF). A sum of spherical Gaussians (SGs) provides an accurate approximation with a small number of lobes. Parametric BRDFs are fit on-the-fly using simple analytic expressions; measured BRDFs are fit as a preprocess using nonlinear optimization. Our BRDF representation is compact, allows detailed textures, is closed under products and rotations, and supports reflectance of arbitrarily high specularity. At run-time, SGs representing the NDF are warped to align the half-angle vector to the lighting direction and multiplied by the microfacet shadowing and Fresnel factors. This yields the relevant 2D view slice on-the-fly at each pixel, still represented in the SG basis. We account for macro-scale shadowing using a new, nonlinear visibility representation based on spherical signed distance functions (SSDFs). SSDFs allow per-pixel interpolation of high-frequency visibility without ghosting and can be multiplied by the BRDF and lighting efficiently on the GPU.