Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Non-linear approximation of reflectance functions
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Illumination for computer generated pictures
Communications of the ACM
Sphere-tree construction using dynamic medial axis approximation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient rendering of spatial bi-directional reflectance distribution functions
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Numerical Recipes in C: The Art of Scientific Computing
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All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
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Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Exploitation of human shadow perception for fast shadow rendering
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
View-dependent precomputed light transport using nonlinear Gaussian function approximations
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Variational sphere set approximation for solid objects
The Visual Computer: International Journal of Computer Graphics
Is accurate occlusion of glossy reflections necessary?
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH ASIA 2009 Courses
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A novel hemispherical basis for accurate and efficient rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Large-scale data management for PRT-based real-time rendering of dynamically skinned models
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A Significance Cache for Accelerating Global Illumination
Computer Graphics Forum
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Cosine functions have been widely used for representing Bidirectional Reflection Distribution Functions (BRDF) such as Lambert, Phong and Lafortune models. They are well suited to represent both high and low frequency signals. However, they are difficult to use with visibility and incident radiance. In most systems, the rendering equation terms are thus estimated using various methods. Several interactive rendering systems rather rely on the projection of each term onto orthonormal basis functions such as spherical harmonics or wavelets. These methods are easier to handle since the integration becomes a dot product. However, these functions are also subject to several drawbacks. For instance the number of coefficients is high for the representation of high frequency phenomena; the pre-computation time required for projecting each term of the rendering equation cannot be neglected. This paper demonstrates that cosine lobes can be generalized to visibility and incoming radiance with several advantages. First, cosine lobes do not form an orthonormal basis of functions and the number of parameters remains naturally adapted to the signal. This is very interesting for complex and high frequency functions: glossy BRDF or small light sources for instance. We also use this property for reducing the number of parameters as the computation goes along. Second, Lambert, Phong and Lafortune BRDF models are already used in many rendering systems. Since they already rely on this representation, no transformation into other types of model is necessary. This paper shows how it is possible to rapidly integrate the product of cosine lobes. As a demonstration of our methodology, we propose an interactive rendering system for direct lighting, including soft shadows and spatially varying materials.