Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Accelerating path tracing by re-using paths
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Visual equivalence: towards a new standard for image fidelity
ACM SIGGRAPH 2007 papers
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
ACM SIGGRAPH Asia 2008 papers
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Stochastic progressive photon mapping
ACM SIGGRAPH Asia 2009 papers
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
Effects of global illumination approximations on material appearance
ACM SIGGRAPH 2010 papers
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Bidirectional instant radiosity
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
I3D '11 Symposium on Interactive 3D Graphics and Games
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Importance Caching for Complex Illumination
Computer Graphics Forum
Light transport simulation with vertex connection and merging
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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Accurately rendering glossy materials in design applications, where previewing and interactivity are important, remains a major challenge. While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the materials and lighting in the scene. In the presence of many glossy (directionally scattering) materials, fast solutions either fail or degenerate to inefficient, brute-force simulations of the underlying light transport. In particular, many-light algorithms are able to provide fast approximations by clamping elements of the light transport matrix, but they eliminate the part of the transport that contributes to accurate glossy appearance. In this paper we introduce a solution that separately solves for the global (low-rank, dense) and local (highrank, sparse) illumination components. For the low-rank component we introduce visibility clustering and approximation, while for the high-rank component we introduce a local light technique to correct for the missing illumination. Compared to competing techniques we achieve superior gloss rendering in minutes, making our technique suitable for applications such as industrial design and architecture, where material appearance is critical.