SIGGRAPH '86 Proceedings of the 13th 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
Illumination from curved reflectors
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive reflections on curved objects
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Theory and application of specular path perturbation
ACM Transactions on Graphics (TOG)
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
IEEE Transactions on Visualization and Computer Graphics
A precomputed polynomial representation for interactive BRDF editing with global illumination
ACM Transactions on Graphics (TOG)
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
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
Parallel progressive photon mapping on GPUs
ACM SIGGRAPH ASIA 2010 Sketches
Interactive hair rendering and appearance editing under environment lighting
Proceedings of the 2011 SIGGRAPH Asia Conference
Proceedings of the 2011 SIGGRAPH Asia Conference
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Real-Time Rendering of Rough Refraction
IEEE Transactions on Visualization and Computer Graphics
Interactive bi-scale editing of highly glossy materials
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
A path space extension for robust light transport simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Light transport simulation with vertex connection and merging
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Interactive global photon mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Spatial directional radiance caching
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Global illumination with radiance regression functions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Analytic Double Product Integrals for All-Frequency Relighting
IEEE Transactions on Visualization and Computer Graphics
Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping
IEEE Transactions on Visualization and Computer Graphics
Anisotropic spherical Gaussians
ACM Transactions on Graphics (TOG)
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Algorithms for rendering interreflection (or indirect illumination) effects often make assumptions about the frequency range of the materials' reflectance properties. For example, methods based on Virtual Point Lights (VPLs) perform well for diffuse and semi-glossy materials but not so for highly glossy or specular materials; the situation is reversed for methods based on ray tracing. In this article, we present a practical algorithm for rendering interreflection effects with all-frequency BRDFs. Our method builds upon a spherical Gaussian representation of the BRDF, based on which a novel mathematical development of the interreflection equation is made. This allows us to efficiently compute one-bounce interreflection from a triangle to a shading point, by using an analytic formula combined with a piecewise linear approximation. We show through evaluation that this method is accurate for a wide range of BRDFs. We further introduce a hierarchical integration method to handle complex scenes (i.e., many triangles) with bounded errors. Finally, we have implemented the present algorithm on the GPU, achieving rendering performance ranging from near interactive to a few seconds per frame for various scenes with different complexity.