SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A Ray tracing algorithm for progressive radiosity
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Computer Graphics and Applications
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Advanced Global Illumination
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Proceedings of the 2008 symposium on Interactive 3D graphics and games
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
A GPU-based light hierarchy for real-time approximate illumination
The Visual Computer: International Journal of Computer Graphics
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Direct illumination from dynamic area lights with visibility
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A deferred shading pipeline for real-time indirect illumination
ACM SIGGRAPH 2010 Talks
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the 2011 SIGGRAPH Asia Conference
ImagiLight: a vision approach to lighting scene setting
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
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
A PCA decomposition for real-time brdf editing and relighting with global illumination
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
LightSkin: real-time global illumination for virtual and mixed reality
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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We introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs.