SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Light-driven global illumination with a wavelet representation of light transport
Proceedings of the eurographics workshop on Rendering techniques '96
A low distortion map between disk and square
Journal of Graphics Tools
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Statistical acceleration for animated global illumination
ACM SIGGRAPH 2006 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 courses
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Modular bases for fluid dynamics
ACM SIGGRAPH 2009 papers
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Efficient irradiance normal mapping
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Runtime implementation of modular radiance transfer
ACM SIGGRAPH 2011 Talks
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Efficient shading of indirect illumination applying reflective shadow maps
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Non-polynomial Galerkin projection on deforming meshes
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
The shading probe: fast appearance acquisition for mobile AR
SIGGRAPH Asia 2013 Technical Briefs
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Many rendering algorithms willingly sacrifice accuracy, favoring plausible shading with high-performance. Modular Radiance Transfer (MRT) models coarse-scale, distant indirect lighting effects in scene geometry that scales from high-end GPUs to low-end mobile platforms. MRT eliminates scene-dependent precomputation by storing compact transport on simple shapes, akin to bounce cards used in film production. These shapes' modular transport can be instanced, warped and connected on-the-fly to yield approximate light transport in large scenes. We introduce a prior on incident lighting distributions and perform all computations in low-dimensional subspaces. An implicit lighting environment induced from the low-rank approximations is in turn used to model secondary effects, such as volumetric transport variation, higher-order irradiance, and transport through lightfields. MRT is a new approach to precomputed lighting that uses a novel low-dimensional subspace simulation of light transport to uniquely balance the need for high-performance and portable solutions, low memory usage, and fast authoring iteration.