Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Acquiring the reflectance field of a human face
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th 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 geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
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Soft shadow computation plays an important role in generating photo-realistic images. A new method of real-time all-frequency shadow rendering in 3D scenes under dynamic illumination is introduced in this paper. The non-linear wavelet approximation on the pre-computed radiance transfer matrix is used, which can help us to select the main directions sensitive to illumination of each sampling point. This approach efficiently avoids non-linear selection of the light vector in real-time rendering, and the approximation is used only once in the pre-computed phrase. We encode the resulting radiance transfer matrix into a sparse form, and store it as textures in 2D texture buffers. Meanwhile, the light vector is organized into a cube map on GPU to accelerate computation in the run-time process. This approach has been applied to render a variety of 3D scenes with soft shadows, and proved to be able to increase the relighting speed with no image quality reduction.