SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Voxel occlusion testing: a shadow determination accelerator for ray tracing
Proceedings on Graphics interface '90
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An anisotropic phong BRDF model
Journal of Graphics Tools
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Real-time Voxelization for Complex Polygonal Models
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping
IEEE Transactions on Visualization and Computer Graphics
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Fast scene voxelization and applications
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
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
ACM SIGGRAPH 2007 courses
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Interactive global illumination based on coherent surface shadow maps
GI '08 Proceedings of graphics interface 2008
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
Affine double- and triple-product wavelet integrals for rendering
ACM Transactions on Graphics (TOG)
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Multi-layer dual-resolution screen-space ambient occlusion
SIGGRAPH 2009: Talks
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Practical Global Illumination with Irradiance Caching
Practical Global Illumination with Irradiance Caching
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
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Subpixel reconstruction antialiasing for deferred shading
I3D '11 Symposium on Interactive 3D Graphics and Games
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
VoxelPipe: a programmable pipeline for 3D voxelization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
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Area lights add tremendous realism, but rendering them interactively proves challenging. Integrating visibility is costly, even with current shadowing techniques, and existing methods frequently ignore illumination variations at unoccluded points due to changing radiance over the light's surface. We extend recent image-space work that reduces costs by gathering illumination in a multiresolution fashion, rendering varying frequencies at corresponding resolutions. To compute visibility, we eschew shadow maps and instead rely on a coarse screen-space voxelization, which effectively provides a cheap layered depth image for binary visibility queries via ray marching. Our technique requires no precomputation and runs at interactive rates, allowing scenes with large area lights, including dynamic content such as video screens.