Recovering high dynamic range radiance maps from photographs
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Sequential Operations in Digital Picture Processing
Journal of the ACM (JACM)
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Pattern Analysis and Machine Intelligence
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Inverse shade trees for non-parametric material representation and editing
ACM SIGGRAPH 2006 Papers
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
Generalized wavelet product integral for rendering dynamic glossy objects
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
A theory of locally low dimensional light transport
ACM SIGGRAPH 2007 papers
2D Euclidean distance transform algorithms: A comparative survey
ACM Computing Surveys (CSUR)
Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
IEEE Transactions on Visualization and Computer Graphics
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Modeling anisotropic surface reflectance with example-based microfacet synthesis
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
ICCSA '08 Proceedings of the 2008 International Conference on Computational Sciences and Its Applications
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
Parallel Banding Algorithm to compute exact distance transform with the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Sparsely precomputing the light transport matrix for real-time rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Analytic Double Product Integrals for All-Frequency Relighting
IEEE Transactions on Visualization and Computer Graphics
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Fast rendering of dynamic scenes with natural illumination, all-frequency shadows and spatially varying reflections is important but challenging. One main difficulty brought by moving objects is that the runtime visibility update of dynamic occlusion is usually time-consuming and slow. In this paper, we present a new visibility sampling technique and show that efficient all-frequency rendering of dynamic scenes can be achieved by sampling visibility of dynamic objects in an adaptive and parallel way. First, we propose a two-level adaptive sampling scheme to distribute sample points spatially and compute visibility maps angularly on each sample point. Then, we present a parallel hemispherical distance transform to convert these visibility maps into spherical signed distance fields. Finally, using such a distance-based visibility representation, we integrate our visibility sampling algorithm in the all-frequency rendering framework for scenes with spatially varying BRDFs. With an entire GPU-based implementation, our algorithm enables interactive all-frequency rendering of moderate dynamic scenes with environment lighting and spatially varying reflectance.