Creating full view panoramic image mosaics and environment maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Accurate light source acquisition and rendering
ACM SIGGRAPH 2003 Papers
Common Illumination between Real and Computer Generated Scenes
Common Illumination between Real and Computer Generated Scenes
Automatic generation of consistent shadows for augmented reality
GI '05 Proceedings of Graphics Interface 2005
Recovering high dynamic range radiance maps from photographs
ACM SIGGRAPH 2008 classes
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Proceedings of the 2011 SIGGRAPH Asia Conference
Light factorization for mixed-frequency shadows in augmented reality
ISMAR '11 Proceedings of the 2011 10th IEEE International Symposium on Mixed and Augmented Reality
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM SIGGRAPH 2012 Talks
Augmented Reality: Reciprocal shading for mixed reality
Computers and Graphics
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The ubiquity of mobile devices with powerful processors and integrated video cameras is re-opening the discussion on practical augmented reality (AR). Despite this technological convergence, several issues prevent reliable and immersive AR on these platforms. We address one such problem, the shading of virtual objects and determination of lighting that remains consistent with the surrounding environment. We design a novel light probe and exploit its structure to permit an efficient reformulation of the rendering equation that is suitable for fast shading on mobile devices. Unlike prior approaches, our shading probe directly captures the shading, and not the incident light, in a scene. As such, we avoid costly and unreliable radiometric calibration as well as side-stepping the need for complex shading algorithms. Moreover, we can tailor the shading probe's structure to better handle common lighting scenarios, such as outdoor settings. We achieve high-performance shading of virtual objects in an AR context, incorporating plausible local global-illumination effects, on mobile platforms.