The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
R-LODs: fast LOD-based ray tracing of massive models
The Visual Computer: International Journal of Computer Graphics
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
The Visual Computer: International Journal of Computer Graphics
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
High-quality spatio-temporal rendering using semi-analytical visibility
ACM SIGGRAPH 2011 papers
Practical filtering for efficient ray-traced directional occlusion
Proceedings of the 2011 SIGGRAPH Asia Conference
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Crowd Light: Evaluating the Perceived Fidelity of Illuminated Dynamic Scenes
Computer Graphics Forum
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
Ambient obscurance baking on the GPU
SIGGRAPH Asia 2013 Technical Briefs
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We describe the architecture of a novel system for precomputing sparse directional occlusion caches. These caches are used for accelerating a fast cinematic lighting pipeline that works in the spherical harmonics domain. The system was used as a primary lighting technology in the movie Avatar, and is able to efficiently handle massive scenes of unprecedented complexity through the use of a flexible, stream-based geometry processing architecture, a novel out-of-core algorithm for creating efficient ray tracing acceleration structures, and a novel out-of-core GPU ray tracing algorithm for the computation of directional occlusion and spherical integrals at arbitrary points.