Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
Spherical wavelets: efficiently representing functions on the sphere
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Computing the discrepancy with applications to supersampling patterns
ACM Transactions on Graphics (TOG)
Equidistribution on the Sphere
SIAM Journal on Scientific Computing
Sampling with Hammersley and Halton points
Journal of Graphics Tools
Reflection space image based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Texture and reflection in computer generated images
Communications of the ACM
Algorithm 247: Radical-inverse quasi-random point sequence
Communications of the ACM
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Simulation and the Monte Carlo Method
Simulation and the Monte Carlo Method
Frequency space environment map rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Unified Approach to Prefiltered Environment Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Interactive Rendering with Real-World Illumination
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Structured importance sampling of environment maps
ACM SIGGRAPH 2003 Papers
Efficient illumination by high dynamic range images
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
A hidden surface algorithm for computer generated halftone pictures
A hidden surface algorithm for computer generated halftone pictures
Rendering and managing spherical data with sphere quadtrees
VIS '90 Proceedings of the 1st conference on Visualization '90
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Fast hierarchical importance sampling with blue noise properties
ACM SIGGRAPH 2004 Papers
High dynamic range display systems
ACM SIGGRAPH 2004 Papers
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
GPU-friendly rendering for illumination adjustable images
Image Communication
Isocube: Exploiting the Cubemap Hardware
IEEE Transactions on Visualization and Computer Graphics
Deterministic importance sampling with error diffusion
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Sequential sampling for dynamic environment map illumination
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Exploiting temporal coherence for incremental all-frequency relighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
Previous methods in environment map sampling seldom consider a sequence of dynamic environment maps. The generated sampling patterns of the sequence may not maintain the temporal illumination consistency and result in choppy animation. In this paper, we propose a novel approach, spherical Q2-tree, to address this consistency problem. The local adaptive nature of the proposed method suppresses the abrupt change in the generated sampling patterns over time, hence ensures a smooth and consistent illumination. By partitioning the spherical surface with simple curvilinear equations, we construct a quadrilateral-based quadtree over the sphere. This Q2-tree allows us to adaptively sample the environment based on an importance metric and generates low-discrepancy sampling patterns. No time-consuming relaxation is required. The sampling patterns of a dynamic sequence are rapidly generated by making use of the summed area table and exploiting the coherence of consecutive frames. From our experiments, the rendering quality of our sampling pattern for a static environment map is comparable to previous methods. However, our method produces smooth and consistent animation for a sequence of dynamic environment maps, even the number of samples is kept constant over time.