Spatial anti-aliasing for animation sequences with spatio-temporal filtering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
A Fourier Theory for Cast Shadows
IEEE Transactions on Pattern Analysis and Machine Intelligence
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Shield fields: modeling and capturing 3D occluders
ACM SIGGRAPH Asia 2008 papers
From obscurances to ambient occlusion: A survey
The Visual Computer: International Journal of Computer Graphics
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Proceedings of the Conference on High Performance Graphics
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Temporal light field reconstruction for rendering distribution effects
ACM SIGGRAPH 2011 papers
Two methods for fast ray-cast ambient occlusion
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Sparsely precomputing the light transport matrix for real-time rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Reconstructing the indirect light field for global illumination
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Axis-aligned filtering for interactive physically-based diffuse indirect lighting
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
Boosting monte carlo rendering by ray histogram fusion
ACM Transactions on Graphics (TOG)
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Ambient occlusion and directional (spherical harmonic) occlusion have become a staple of production rendering because they capture many visually important qualities of global illumination while being reusable across multiple artistic lighting iterations. However, ray-traced solutions for hemispherical occlusion require many rays per shading point (typically 256-1024) due to the full hemispherical angular domain. Moreover, each ray can be expensive in scenes with moderate to high geometric complexity. However, many nearby rays sample similar areas, and the final occlusion result is often low frequency. We give a frequency analysis of shadow light fields using distant illumination with a general BRDF and normal mapping, allowing us to share ray information even among complex receivers. We also present a new rotationally-invariant filter that easily handles samples spread over a large angular domain. Our method can deliver 4x speed up for scenes that are computationally bound by ray tracing costs.