Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Recovering high dynamic range radiance maps from photographs
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A low distortion map between disk and square
Journal of Graphics Tools
Discrete-time signal processing (2nd ed.)
Discrete-time signal processing (2nd ed.)
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
An optimal algorithm for approximate nearest neighbor searching
SODA '94 Proceedings of the fifth annual ACM-SIAM symposium on Discrete algorithms
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Photographic tone reproduction for digital images
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 primitive distribution for illustration
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Acquiring a Radiance Distribution to Superimpose Virtual Objects onto a Real Scene
IEEE Transactions on Visualization and Computer Graphics
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Interactive Rendering with Real-World Illumination
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Advanced Global Illumination
ACM SIGGRAPH 2003 Papers
A geometry-based soft shadow volume algorithm using graphics hardware
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
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Fast hierarchical importance sampling with blue noise properties
ACM SIGGRAPH 2004 Papers
Direct HDR capture of the sun and sky
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
On optimal resampling of view and illumination dependent textures
Proceedings of the 5th symposium on Applied perception in graphics and visualization
A psychophysically validated metric for bidirectional texture data reduction
ACM SIGGRAPH Asia 2008 papers
Using GPU-Based Ray Tracing for Real-Time Composition in the Real Scene
PCM '08 Proceedings of the 9th Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
On uniform resampling and gaze analysis of bidirectional texture functions
ACM Transactions on Applied Perception (TAP)
Using irradiance environment map on GPU for real-time composition
PCM'07 Proceedings of the multimedia 8th Pacific Rim conference on Advances in multimedia information processing
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Sequential sampling for dynamic environment map illumination
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Grabbing real light: toward virtual presence
Proceedings of the 27th Spring Conference on Computer Graphics
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We present an interactive system for fully dynamic scene lighting using captured high dynamic range (HDR) video environment maps. The key component of our system is an algorithm for efficient decomposition of HDR video environment map captured over hemisphere into a set of representative directional light sources, which can be used for the direct lighting computation with shadows using graphics hardware. The resulting lights exhibit good temporal coherence and their number can be adaptively changed to keep a constant framerate while good spatial distribution (stratification) properties are maintained. We can handle a large number of light sources with shadows using a novel technique which reduces the cost of BRDF-based shading and visibility computations. We demonstrate the use of our system in a mixed reality application in which real and synthetic objects are illuminated by consistent lighting at interactive framerates.