Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Structured importance sampling of environment maps
ACM SIGGRAPH 2003 Papers
A Survey on Obnoxious Facility Location Problems
A Survey on Obnoxious Facility Location Problems
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Practical implementation of dual paraboloid shadow maps
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
SFCS '75 Proceedings of the 16th Annual Symposium on Foundations of Computer Science
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Bidirectional instant radiosity
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Fast non-linear projections using graphics hardware
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive global illumination based on coherent surface shadow maps
GI '08 Proceedings of graphics interface 2008
Efficient streaming of 3D scenes with complex geometry and complex lighting
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
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
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
Real-time global illumination for dynamic scenes
ACM SIGGRAPH 2009 Courses
Effects of global illumination approximations on material appearance
ACM SIGGRAPH 2010 papers
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Edge-avoiding À-Trous wavelet transform for fast global illumination filtering
Proceedings of the Conference on High Performance Graphics
I3D '11 Symposium on Interactive 3D Graphics and Games
Direct lighting under dynamic local area light sources
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Optimizing Monte Carlo radiosity on graphics hardware
The Journal of Supercomputing
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
On filtering the noise from the random parameters in Monte Carlo rendering
ACM Transactions on Graphics (TOG)
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Spatio-Temporal Filtering of Indirect Lighting for Interactive Global Illumination
Computer Graphics Forum
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Pre-convolved Radiance Caching
Computer Graphics Forum
Augmented Reality: Reciprocal shading for mixed reality
Computers and Graphics
Tensor clustering for rendering many-light animations
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Guided image filtering for interactive high-quality global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Realistic lighting simulation for interactive VR applications
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Data-parallel hierarchical link creation for radiosity
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
Fast light-map computation with virtual polygon lights
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Lazy incremental computation for efficient scene graph rendering
Proceedings of the 5th High-Performance Graphics Conference
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
We present a method for rendering single-bounce indirect illumination in real time on currently available graphics hardware. The method is based on the instant radiosity algorithm, where virtual point lights (VPLs) are generated by casting rays from the primary light source. Hardware shadow maps are then employed for determining the indirect illumination from the VPLs. Our main contribution is an algorithm for reusing the VPLs and incrementally maintaining their good distribution. As a result, only a few shadow maps need to be rendered per frame as long as the motion of the primary light source is reasonably smooth. This yields real-time frame rates even when hundreds of VPLs are used.