Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive rendering with arbitrary BRDFs using separable approximations
ACM SIGGRAPH 99 Conference abstracts and applications
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Homomorphic factorization of BRDF-based lighting computation
Proceedings of the 29th 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
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
A first-order analysis of lighting, shading, and shadows
ACM Transactions on Graphics (TOG)
Wavelet encoding of BRDFs for real-time rendering
GI '07 Proceedings of Graphics Interface 2007
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 papers
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM Transactions on Graphics (TOG)
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
A deferred shading pipeline for real-time indirect illumination
ACM SIGGRAPH 2010 Talks
Interactive Indirect Illumination Using Adaptive Multiresolution Splatting
IEEE Transactions on Visualization and Computer Graphics
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
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Shading complex materials such as acquired reflectances in multi-light environments is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required varies across the image, depending on a combination of several factors. Adaptively distributing computational budget across the pixels for shading is a challenging problem. In this paper we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. We first estimate the approximate spatial and angular variation in the local light field arriving at each pixel. This local bandwidth accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this bandwidth information to adaptively sample for reconstruction and integration. For example, fewer pixels per area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.