Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Image and Video Compression for Multimedia Engineering
Image and Video Compression for Multimedia Engineering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive Design of Complex Time-Dependent Lighting
IEEE Computer Graphics and Applications
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
ACM Transactions on Graphics (TOG)
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
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
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
Spherical Q2-tree for sampling dynamic environment sequences
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
4D compression and relighting with high-resolution light transport matrices
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Wavelet-based stratified irradiance caching for efficient indirect illumination
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
An analysis of the in-out BRDF factorization for view-dependent relighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Sparsely precomputing the light transport matrix for real-time rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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Precomputed radiance transfer (PRT) enables all-frequency relighting with complex illumination, materials and shadows. To achieve real-time performance, PRT exploits angular coherence in the illumination, and spatial coherence in the light transport. Temporal coherence of the lighting from frame to frame is an important, but unexplored additional form of coherence for PRT. In this paper, we develop incremental methods for approximating the differences in lighting between consecutive frames. We analyze the lighting wavelet decomposition over typical motion sequences, and observe differing degrees of temporal coherence across levels of the wavelet hierarchy. To address this, our algorithm treats each level separately, adapting to available coherence. The proposed method is orthogonal to other forms of coherence, and can be added to almost any all-frequency PRT algorithm with minimal implementation, computation or memory overhead. We demonstrate our technique within existing codes for nonlinear wavelet approximation, changing view with BRDF factorization, and clustered PCA. Exploiting temporal coherence of dynamic lighting yields a 3×-4× performance improvement, e.g., all-frequency effects are achieved with 30 wavelet coefficients per frame for the lighting, about the same as low-frequency spherical harmonic methods. Distinctly, our algorithm smoothly converges to the exact result within a few frames of the lighting becoming static.