Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
The irradiance Jacobian for partially occluded polyhedral sources
SIGGRAPH '94 Proceedings of the 21st 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
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
IEEE Computer Graphics and Applications
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
A signal-processing framework for reflection
ACM Transactions on Graphics (TOG)
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Light animation with precomputed light paths on the GPU
GI '06 Proceedings of Graphics Interface 2006
A first-order analysis of lighting, shading, and shadows
ACM Transactions on Graphics (TOG)
Precomputed radiance transfer: theory and practice
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
A ray tracing solution for diffuse interreflection
ACM SIGGRAPH 2007 courses
Consistent interactive augmentation of live camera images with correct near-field illumination
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Radiance caching for participating media
ACM Transactions on Graphics (TOG)
Improved radiance gradient computation
ACM SIGGRAPH 2008 classes
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
Affine double- and triple-product wavelet integrals for rendering
ACM Transactions on Graphics (TOG)
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Partial, multi-scale precomputed radiance transfer
Proceedings of the 24th Spring Conference on Computer Graphics
Effects of image segmentation for approximating object appearance under near lighting
ACCV'06 Proceedings of the 7th Asian conference on Computer Vision - Volume Part I
Theory, analysis and applications of 2D global illumination
ACM Transactions on Graphics (TOG)
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Irradiance gradients in the presence of participating media and occlusions
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Interactive illumination with coherent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Spherical harmonics are often used for compact description of incident radiance in low-frequency but distant lighting environments. For interaction with nearby emitters, computing the incident radiance at the center of an object only is not sufficient. Previous techniques then require expensive sampling of the incident radiance field at many points distributed over the object. Our technique alleviates this costly requirement using a first-order Taylor expansion of the spherical-harmonic lighting coefficients around a point. We propose an interpolation scheme based on these gradients requiring far fewer samples (one is often sufficient). We show that the gradient of the incident-radiance spherical harmonics can be computed for little additional cost compared to the coefficients alone. We introduce a semi-analytical formula to calculate this gradient at run-time and describe how a simple vertex shader can interpolate the shading. The interpolated representation of the incident radiance can be used with any low-frequency light-transfer technique.