SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Design and simulation of opera lighting and projection effects
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Lights from highlights and shadows
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Radioptimization: goal based rendering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical view-dependent structures for interactive scene manipulation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Lighting controls for computer cinematography
Journal of Graphics Tools
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive Design of Complex Time-Dependent Lighting
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An invitation to discuss computer depiction
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
A user interface for interactive cinematic shadow design
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Maximum entropy light source placement
Proceedings of the conference on Visualization '02
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
Performance relighting and reflectance transformation with time-multiplexed illumination
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Tweakable light and shade for cartoon animation
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
ACM Transactions on Graphics (TOG)
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Interactive rembrandt lighting design
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
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We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical information of the visible surfaces of an image. The geometric information is represented as collections of oriented points, and the optical information is represented as bi-directional reflection distribution functions, or BRDFs. The BRDFs are generated by procedurally defined surface texturing functions that spatially vary the surfaces' appearances.The deep-framebuffer information is rendered using a multi-pass algorithm built on the OpenGL graphics pipeline. In order to handle both physically-correct as well as non-realistic reflection models used in the film industry, we factor the BRDF into independent components that map onto both the lighting and texturing units of the graphics hardware. A similar factorization is used to control the lighting distribution. Using these techniques, lighting calculations can be evaluated 2500 times faster than previous methods. This allows lighting changes to be rendered at rates of 20Hz in static environments that contain millions of objects of with dozens of unique procedurally defined surface properties and scores of lights.