Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Radiosity and Global Illumination
Radiosity and Global Illumination
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Fast, Realistic Lighting for Video Games
IEEE Computer Graphics and Applications
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Light animation with precomputed light paths on the GPU
GI '06 Proceedings of Graphics Interface 2006
Efficient self-shadowed radiosity normal mapping
ACM SIGGRAPH 2007 courses
Spherical harmonic gradients for mid-range illumination
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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This paper presents a real-time global illumination method for quasi-static scenes illuminated by arbitrary, dynamic light sources. In order to maintain real-time frame-rates, the light transport problem is decomposed to low-frequency and high-frequency parts. The part that has low-frequency characteristics both in the temporal and in the spatial domains is pre-computed. Due to the low-frequency properties this solution can be compressed by clustered PCA without significant reduction of the accuracy. The spatial high-frequency but temporal low-frequency parts are pre-computed on small-scale using a modified ambient occlusion/obscurances method. The temporally high-frequency components are obtained on the fly. This way we can combine the advantages of pre-computation aided methods and real-time rendering.