Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
An optimal algorithm for approximate nearest neighbor searching fixed dimensions
Journal of the ACM (JACM)
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive Design of Complex Time-Dependent Lighting
IEEE Computer Graphics and Applications
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Adaptive mesh subdivision for precomputed radiance transfer
Proceedings of the 20th spring conference on Computer graphics
All-frequency relighting of glossy objects
ACM Transactions on Graphics (TOG)
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
A theory of locally low dimensional light transport
ACM SIGGRAPH 2007 papers
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Relative-Error $CUR$ Matrix Decompositions
SIAM Journal on Matrix Analysis and Applications
Compressive light transport sensing
ACM Transactions on Graphics (TOG)
Kernel Nyström method for light transport
ACM SIGGRAPH 2009 papers
Precomputation-Based Rendering
Precomputation-Based Rendering
Practical Global Illumination with Irradiance Caching
Practical Global Illumination with Irradiance Caching
Near-Optimal Signal Recovery From Random Projections: Universal Encoding Strategies?
IEEE Transactions on Information Theory
An analysis of the in-out BRDF factorization for view-dependent relighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency relighting of non-diffuse objects using separable BRDF approximation
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Exploiting temporal coherence for incremental all-frequency relighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
Practical filtering for efficient ray-traced directional occlusion
Proceedings of the 2011 SIGGRAPH Asia Conference
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
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Precomputation-based methods have enabled real-time rendering with natural illumination, all-frequency shadows, and global illumination. However, a major bottleneck is the precomputation time, that can take hours to days. While the final real-time data structures are typically heavily compressed with clustered principal component analysis and/or wavelets, a full light transportmatrix still needs to be precomputedfor a synthetic scene, often by exhaustive sampling and raytracing. This is expensive and makes rapid prototyping of new scenes prohibitive. In this paper, we show that the precomputation can be made much more efficient by adaptive and sparse sampling of light transport. We first select a small subset of "dense vertices",where we sample the angular dimensionsmore completely (but still adaptively). The remaining "sparse vertices" require only a few angular samples, isolating features of the light transport. They can then be interpolated from nearby dense vertices using locally low rank approximations. We demonstrate sparse sampling and precomputation 5 × faster than previous methods.