SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Fast and detailed approximate global illumination by irradiance decomposition
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
All-frequency relighting of glossy objects
ACM Transactions on Graphics (TOG)
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Light animation with precomputed light paths on the GPU
GI '06 Proceedings of Graphics Interface 2006
Exploiting temporal coherence for incremental all-frequency relighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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This paper presents a new method for efficient computation of indirect lighting in local lighting environments. We establish a separation between the BRDF and the irradiance for each vertex, such that during runtime we are able to quickly reconstruct per vertex irradiance. In reconstructing irradiance, we establish an important relationship between three components: stratified irradiance shared across vertices, the fast wavelet transform, and a wavelet-based nonlinearly approximated inner product. By nonlinearly approximating the BRDF for each vertex, we demonstrate how stratified irradiance has spatial independence in the 2D Haar wavelet domain, in turn allowing for large extents of irradiance samples contributing to many vertices. By expressing irradiance in terms of shared scaling coefficients, we introduce an efficient algorithm for evaluating the inner product between the irradiance and the BRDF. Our system is tailored towards the interactive rendering of static but geometrically complex models which exhibit complex reflectance materials, capable of interactive lighting and interactive view under frame rates of 2-6 fps, ran entirely on a single CPU.