A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Nonlinear total variation based noise removal algorithms
Proceedings of the eleventh annual international conference of the Center for Nonlinear Studies on Experimental mathematics : computational issues in nonlinear science: computational issues in nonlinear science
Discontinuity Meshing for Accurate Radiosity
IEEE Computer Graphics and Applications
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Galerkin radiosity: a higher order solution method for global illumination
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Digital Image Processing
Adaptive mesh subdivision for precomputed radiance transfer
Proceedings of the 20th spring conference on Computer graphics
Continuous Shading of Curved Surfaces
IEEE Transactions on Computers
ACM Transactions on Graphics (TOG)
Efficient linear system solvers for mesh processing
IMA'05 Proceedings of the 11th IMA international conference on Mathematics of Surfaces
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Sparsely precomputing the light transport matrix for real-time rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Multiresolution attributes for tessellated meshes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Technical section: Memory efficient light baking
Computers and Graphics
Ambient obscurance baking on the GPU
SIGGRAPH Asia 2013 Technical Briefs
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We investigate the representation of signals defined on triangle meshes using linearly interpolated vertex attributes. Compared to texture mapping, storing data only at vertices yields significantly lower memory overhead and less expensive runtime reconstruction. However, standard approaches to determine vertex values such as point sampling or averaging triangle samples lead to suboptimal approximations. We discuss how an optimal solution can be efficiently calculated using continuous least-squares. In addition, we propose a regularization term that allows us to minimize gradient discontinuities and mach banding artifacts while staying close to the optimum. Our method has been integrated in a game production lighting tool and we present examples of representing signals such as ambient occlusion and precomputed radiance transfer in real game scenes, where vertex baking was used to free up resources for other game components.