SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A global illumination solution for general reflectance distributions
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th 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
Interactive update of global illumination using a line-space hierarchy
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
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, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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
Computer Animation and Virtual Worlds - CASA 2005
Photorealistic lighting with offset radiance transfer mapping
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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 practical and fast rendering algorithm for dynamic scenes using adaptive shadow fields
The Visual Computer: International Journal of Computer Graphics
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
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
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
Interactive global illumination based on coherent surface shadow maps
GI '08 Proceedings of graphics interface 2008
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 2011 SIGGRAPH Asia Conference
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
An analysis of the in-out BRDF factorization for view-dependent relighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth 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
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
LightSkin: real-time global illumination for virtual and mixed reality
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Fast rendering of dynamic scenes taking into account global illumination is one of the most challenging tasks in computer graphics. This paper proposes a new precomputed radiance transfer (PRT) method for rendering dynamic scenes of rigid objects taking into account interreflections of light between surfaces with diffuse and glossy BRDFs. To compute the interreflections of light between rigid objects, we consider the objects as secondary light sources. We represent the intensity distributions on the surface of the objects with a linear combination of basis functions. We then calculate a component of the irradiance per basis function at each vertex of the object when illuminated by the secondary light source. We call this component of the irradiance, the basis irradiance. The irradiance is represented with a linear combination of the basis irradiances, which are computed efficiently at run-time by using a PRT technique. By using the basis irradiance, the calculation of multiple-bounce interreflected light is simplified and can be evaluated very quickly. We demonstrate the real-time rendering of dynamic scenes for low-frequency lighting and rendering for all-frequency lighting at interactive frame rates.