Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
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
Accurate light source acquisition and rendering
ACM SIGGRAPH 2003 Papers
Efficient illumination by high dynamic range images
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
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
Fast hierarchical importance sampling with blue noise properties
ACM SIGGRAPH 2004 Papers
The Visual Computer: International Journal of Computer Graphics
Wavelet importance sampling: efficiently evaluating products of complex functions
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
View-dependent precomputed light transport using nonlinear Gaussian function approximations
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
All-frequency relighting of glossy objects
ACM Transactions on Graphics (TOG)
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 median cut algorithm for light probe sampling
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Importance sampling for video environment maps
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Importance resampling for global illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Bidirectional importance sampling for direct illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Two stage importance sampling for direct lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
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
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
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We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. Precomputing all visibility events, for instance in the form of many shadow maps, enables fast queries and allows for real-time computation of illumination but requires prohibitive amounts of storage. We propose a lossless compression scheme for visibility information based on shadow maps that efficiently exploits coherence. We demonstrate a Monte Carlo renderer for direct lighting using CSMs that runs entirely on graphics hardware. We support spatially varying BRDFs, normal maps, and environment maps — all with high frequencies, spatial as well as angular. Multiple dynamic rigid objects can be combined in a scene. As opposed to precomputed radiance transfer techniques, that assume distant lighting, our method includes distant lighting as well as local area lights of arbitrary shape, varying intensity, or anisotropic light distribution that can freely vary over time.