Matrix computations (3rd ed.)
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Normalized Cuts and Image Segmentation
IEEE Transactions on Pattern Analysis and Machine Intelligence
Merging and Splitting Eigenspace Models
IEEE Transactions on Pattern Analysis and Machine Intelligence
Contour and Texture Analysis for Image Segmentation
International Journal of Computer Vision
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Incremental Singular Value Decomposition of Uncertain Data with Missing Values
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
All-frequency interactive relighting of translucent objects with single and multiple scattering
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
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Generalized wavelet product integral for rendering dynamic glossy objects
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
A fast multigrid algorithm for mesh deformation
ACM SIGGRAPH 2006 Papers
Precomputed ambient occlusion for character skins
ACM SIGGRAPH 2006 Sketches
Real-time ambient occlusion for dynamic character skins
Proceedings of the 2007 symposium on Interactive 3D graphics and games
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 with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Compact and efficient generation of radiance transfer for dynamically articulated characters
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
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Computer games and real-time applications frequently adopt mesh skinning as a deformation technique for virtual characters and articulated objects. Rendering skinned models with global shading effects, such as interreflection and subsurface scattering, using precomputed radiance transfer enables high-quality real-time display of dynamically deformed objects. In this approach, we need to precompute radiance transfer for many sampled poses. Resulting datasets reach hundreds of gigabytes, and are orders of magnitude larger than those for a static object. This paper presents simple but effective large-scale data management techniques so that runtime data communication, decompression and interpolation can be performed efficiently and accurately. Specifically, we have developed a mesh clustering technique based on spectral graph partitioning to facilitate interpolation from nearest neighbors and an incremental clustering method for transfer matrix compression. By exploiting additional data redundancies among different sampled poses, we can achieve higher compression ratios with the same fidelity. Our incremental clustering can make the runtime cost of per-frame data decompression and interpolation satisfy a prescribed upper bound. As a result, we can achieve real-time performance using the massive precomputed data and an efficient runtime algorithm.