A lighting model aiming at drive simulators
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
PMCVG '99 Proceedings of the 1999 IEEE Workshop on Photometric Modeling for Computer Vision and Graphics
Diffraction-based models for iridescent colors in computer-generated imagery
Diffraction-based models for iridescent colors in computer-generated imagery
A spectrum-based framework for realistic image synthesis
A spectrum-based framework for realistic image synthesis
Diffraction shading models in computer graphics
Diffraction shading models in computer graphics
Reflectance model for diffraction
ACM Transactions on Graphics (TOG)
A comprehensive geometrical optics application for wave rendering
Graphical Models
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Diffraction, interference, dispersive refraction and scattering are four wavelength-dependent mechanisms that produce iridescent colors. Wavelength-dependent functions need to be sampled at discrete wavelengths in the visible spectrum, which increases the computational intensity of rendering iridescence. Furthermore, diffraction requires careful sampling since its response function varies at a higher frequency variation with sharper peaks than interference or dispersive refraction. Consequently, rendering physically accurate diffraction has previously either been approximated using simplified color curves, or been limited to offline rendering techniques such as ray tracing. We propose a technique for real-time rendering of physically accurate diffraction on programmable hardware. Our technique adaptively samples the diffraction BRDF and precomputes it to Spherical Harmonic (SH) basis that preserves the peak intensity of the reflected light. While previous work on diffraction used low dynamic range lights, we preserve the full dynamic range of the incident illumination and the diffractive response over the entire hemisphere of incoming light directions. We defer conversion from a wavelength representation to a tone mapped RGB triplet until display.