Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
An Unsymmetric-Pattern Multifrontal Method for Sparse LU Factorization
SIAM Journal on Matrix Analysis and Applications
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Signal-specialized parametrization
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
High dynamic range texture compression for graphics hardware
ACM SIGGRAPH 2006 Papers
Efficient self-shadowed radiosity normal mapping
ACM SIGGRAPH 2007 courses
Continuous Shading of Curved Surfaces
IEEE Transactions on Computers
Lighting and material of Halo 3
ACM SIGGRAPH 2008 Games
Efficient irradiance normal mapping
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
ACM Transactions on Graphics (TOG)
A local/global approach to mesh parameterization
SGP '08 Proceedings of the Symposium on Geometry Processing
Texture compression of light maps using smooth profile functions
Proceedings of the Conference on High Performance Graphics
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Hi-index | 0.00 |
In real-time rendering, global lighting information that is too expensive to be computed on the fly is typically pre-computed and baked as vertex attributes or into textures. Prominent examples are view independent effects, such as ambient occlusion, shadows, indirect lighting, or radiance transfer coefficients. Vertex baking usually requires less memory, but exhibits artifacts on large triangles. These artifacts are avoided by baking lighting information into textures, but at the expense of significant memory consumption and additional work to obtain a parameterization. In this paper, we propose a memory efficient and performant hybrid approach that combines texture- and vertex-based baking. Cheap vertex baking is applied by default and textures are used only where vertex baking is insufficient to represent the signal. Seams at transitions between both representations are hidden using a simple shader which smoothly blends between vertex- and texture-based shading. With our fully automatic approach, we can significantly reduce memory requirements without negative impact on rendering quality or performance.