Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Exploiting temporal coherence in global illumination
Proceedings of the 20th spring conference on Computer graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Video quality measurement standards: current status and trends
ICICS'09 Proceedings of the 7th international conference on Information, communications and signal processing
Mathematical and Computer Modelling: An International Journal
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
New measurements reveal weaknesses of image quality metrics in evaluating graphics artifacts
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
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Bidirectional instant radiosity
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real-time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis-Hastings sampling and exhibits better temporal coherence of VPLs, which is particularly important for real-time applications dealing with dynamic scenes. We evaluate the properties of the proposed method in the context of the algorithm based on imperfect shadow maps and compare it with the commonly used inverse transform method. The results indicate that the proposed technique can significantly reduce the temporal flickering artifacts even for scenes with complex materials and textures. Further, we propose a novel splatting scheme for imperfect shadow maps using hardware tessellation. This scheme significantly improves the rendering performance particularly for complex and deformable scenes. We thoroughly analyze the performance of the proposed techniques on test scenes with detailed materials, moving camera, and deforming geometry.