The JPEG still picture compression standard
Communications of the ACM - Special issue on digital multimedia systems
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Spherical wavelets: efficiently representing functions on the sphere
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Recovering photometric properties of architectural scenes from photographs
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Rendering with concentric mosaics
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
3D RGB image compression for interactive applications
ACM Transactions on Graphics (TOG)
Light field mapping: efficient representation and hardware rendering of surface light fields
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
Proceedings of the 29th 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
Wavelets for Computer Graphics: A Primer, Part 1
IEEE Computer Graphics and Applications
Interactive Relighting of Panoramas
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Image-based Rendering with Controllable Illumination
Proceedings of the Eurographics Workshop on Rendering Techniques '97
ICIAP '99 Proceedings of the 10th International Conference on Image Analysis and Processing
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Data compression with spherical wavelets and wavelets for the image-based relighting
Computer Vision and Image Understanding - Model-based and image-based 3D scene representation for interactive visalization
SOHO: Orthogonal and symmetric Haar wavelets on the sphere
ACM Transactions on Graphics (TOG)
The plenoptic illumination function
IEEE Transactions on Multimedia
An RBF-based compression method for image-based relighting
IEEE Transactions on Image Processing
Data compression for light-field rendering
IEEE Transactions on Circuits and Systems for Video Technology
Low bit-rate scalable video coding with 3-D set partitioning in hierarchical trees (3-D SPIHT)
IEEE Transactions on Circuits and Systems for Video Technology
Compression of illumination-adjustable images
IEEE Transactions on Circuits and Systems for Video Technology
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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Image-based relighting allows us to efficiently light a scene under complicated illumination conditions. However, the traditional cubemap based multi-resolution analysis unevenly samples the spherical surface, with a higher sampling rate near the face corners and a lower one near the face centers. The non-uniformity penalizes the efficiency of data representation. This paper presents a uniformly sampling multi-resolution analysis approach, namely the icosahedron spherical wavelets (ISW), for image-based relighting under time-varying distant environment. Since the proposed ISW approach provides a highly uniform sampling distribution over the spherical domain, we thus can efficiently handle high frequency variations locally in the illumination changes as well as reduce the number of wavelet coefficients needed in the renderings. Furthermore, visual artifacts are demonstrated to be better suppressed in the proposed ISW approach. Compared with the traditional cubemap based multi-resolution analysis approach, we show that our approach can effectively produce higher quality image sequences that are closer to the ground truth in terms of percentage square errors.