Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Efficient histogram generation using scattering on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Real-time diffuse global illumination using radiance hints
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
LightSkin: real-time global illumination for virtual and mixed reality
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
Hi-index | 0.00 |
While global illumination is a crucial issue for most computer graphics applications fostering photo realistic rendering, fast and efficient implementations remain challenging for real-time applications. One approach to approximate indirect illumination is to distribute virtual point lights (VPL) at surfaces that emit indirect light. This distribution may be realized using reflective shadow maps (RSM). One major drawback of this approach is that each surface point has to be illuminated by thousands of VPLs, leading to a performance bottleneck in the shading step. Therefore several approaches trying to reduce the shading costs either by decreasing the number of VPLs or by lowering the surface points to be shaded exist. In our approach we propose a novel indirect shading approximation allowing us to reduce the number of surface points to be shaded to a minimum, still achieving a high image quality. Even complex and animated models can thus be represented by a few dozens of surface points for shading. Furthermore our approach allows graphic artists to intuitively tune the shading by adding or changing surface points without any pre-computations. The approach is very efficient and is completely implemented on the GPU not requiring any high shader profiles. This will even enable almost photo realistic rendering on upcoming handheld devices.