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Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
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GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
Lightcuts: a scalable approach to illumination
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I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 courses
Interactive Global Illumination Using Implicit Visibility
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Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2009 papers
Hardware-accelerated global illumination by image space photon mapping
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Perceptual influence of approximate visibility in indirect illumination
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I3D '11 Symposium on Interactive 3D Graphics and Games
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The alchemy screen-space ambient obscurance algorithm
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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
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Proceedings of Graphics Interface 2012
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Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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Multi-image based photon tracing for interactive global illumination of dynamic scenes
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Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Volume-based indirect lighting with irradiance decomposition
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
Near-field illumination for mixed reality with delta radiance fields
ACM SIGGRAPH 2013 Posters
Parallel Monte Carlo radiosity using scene partitioning
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LightSkin: real-time global illumination for virtual and mixed reality
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and spherical harmonics to represent the spatial and angular distribution of light in the scene. Our technique does not require any precomputation and handles large scenes with nested lattices. It is primarily targeted at rendering single-bounce indirect illumination with occlusion, but can be extended to handle multiple bounces and participating media. We demonstrate that our method produces plausible results even when running on current game console hardware with a budget of only a few milliseconds for performing all computation steps for indirect lighting. We evaluate our technique and show it in combination with a variety of popular real-time rendering techniques.