Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
A theory of locally low dimensional light transport
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
Micro-rendering for scalable, parallel final gathering
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
Physically Based Rendering, Second Edition: From Theory To Implementation
Physically Based Rendering, Second Edition: From Theory To Implementation
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
Tensor clustering for rendering many-light animations
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Sparsely precomputing the light transport matrix for real-time rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Virtual ray lights for rendering scenes with participating media
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
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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Recent work has shown that complex lighting effects can be well approximated by gathering the contribution of hundreds of thousands of virtual point lights (VPLs). This final gathering step is known as the many-lights problem. Due to the large number of VPLs, computing all the VPLs' contribution is not feasible. This paper presents LightSlice, an algorithm that efficiently solves the many-lights problem for large environments with complex lighting. As in prior work, we derive our algorithm from a matrix formulation of the many-lights problem, where the contribution of each VPL corresponds to a column, and computing the final image amounts to computing the sum of all matrix columns. We make the observation that if we cluster similar surface samples together, the slice of the matrix corresponding to these surface samples has significantly lower rank than the original matrix. We exploit this observation by deriving a two-step algorithm where we first globally cluster all lights, to capture the global structure of the matrix, and then locally refine these clusters to determine the most important lights for each slice. We then reconstruct a final image from only these locally-important lights. Compared to prior work, our algorithm has the advantage of discovering and exploiting the global as well as local matrix structure, giving us a speedup of between three and six times compared to state-of-the-art algorithms.