Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Radiosity algorithms using higher order finite element methods
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Galerkin radiosity: a higher order solution method for global illumination
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Spectral compression of mesh geometry
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Local Control for Mesh Morphing
SMI '01 Proceedings of the International Conference on Shape Modeling & Applications
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Radiosity on graphics hardware
GI '04 Proceedings of the 2004 Graphics Interface Conference
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
View-dependent precomputed light transport using nonlinear Gaussian function approximations
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Spectral surface quadrangulation
ACM SIGGRAPH 2006 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Spherical harmonic gradients for mid-range illumination
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
All-frequency relighting of non-diffuse objects using separable BRDF approximation
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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
Efficient wavelet rotation for environment map rendering
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Efficient streaming of 3D scenes with complex geometry and complex lighting
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
An analysis of the in-out BRDF factorization for view-dependent relighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Efficient shading of indirect illumination applying reflective shadow maps
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Global illumination with radiance regression functions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Simulating indirect lighting effects has been a challenging topic in many real-time rendering and design applications. This paper presents a novel method, based on precomputed radiance transfer, for rendering physically based, multi-bounce indirect lighting in real-time. Our key idea is to represent both the direct lighting and precomputed diffuse indirect transfer using a spectral mesh basis set derived from an arbitrary scene model [KG00]. The complete spectral basis set can approximate a spatially varying function to any degree of accuracy. For indirect lighting, we show that only 60 ˜ 100 sparse basis coefficients suffice to achieve high accuracy, due to the low-frequency nature of indirect illumination. This reduces the run-time computation of per-vertex diffuse indirect lighting to simple inner products of two sparse vectors: one representing the dynamic direct lighting, and the other representing the precomputed direct to indirect transfer. The key advantage using this approach is that we are not restricted to parameterized models or any particular mesh topology. Our method simulates multiple diffuse interreflections while at the same time permitting dynamically changing surface albedos. In addition, we approximate the final bounce of glossy interreflection using a standard BRDF SH projection. Finally, we demonstrate high-quality indirect lighting effects rendered at 15 ˜ 30 fps with dynamically changing lighting and materials.