Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th 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
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
A precomputed polynomial representation for interactive BRDF editing with global illumination
ACM Transactions on Graphics (TOG)
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
GI '08 Proceedings of graphics interface 2008
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
ACM SIGGRAPH ASIA 2009 Courses
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Sparse zonal harmonic factorization for efficient SH rotation
ACM Transactions on Graphics (TOG)
Low-Complexity Intervisibility in Height Fields
Computer Graphics Forum
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We present a real-time method for rendering global illumination effects from large area and environmental lights on dynamic height fields. In contrast to previous work, our method handles inter-reflections (indirect lighting) and non-diffuse surfaces. To reduce sampling, we construct one multi-resolution pyramid for height variation to compute direct shadows, and another pyramid for each indirect bounce of incident radiance to compute interreflections. The basic principle is to sample the points blocking direct light, or shedding indirect light, from coarser levels of the pyramid the farther away they are from a given receiver point. We unify the representation of visibility and indirect radiance at discrete azimuthal directions (i.e., as a function of a single elevation angle) using the concept of a "casting set" of visible points along this direction whose contributions are collected in the basis of normalized Legendre polynomials. This analytic representation is compact, requires no precomputation, and allows efficient integration to produce the spherical visibility and indirect radiance signals. Sub-sampling visibility and indirect radiance, while shading with full-resolution surface normals, further increases performance without introducing noticeable artifacts. Our method renders 512x512 height fields ( 500K triangles) at 36Hz.