Illumination in diverse codimensions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Non-linear approximation of reflectance functions
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Reflection space image based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive rendering with arbitrary BRDFs using separable approximations
ACM SIGGRAPH 99 Conference abstracts and applications
Illumination for computer generated pictures
Communications of the ACM
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Homomorphic factorization of BRDFs for high-performance rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Unified Approach to Prefiltered Environment Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Filtering Normal Maps and Creating Multiple Surfaces
Filtering Normal Maps and Creating Multiple Surfaces
Separating Reflection Functions for Linear Radiosity
Separating Reflection Functions for Linear Radiosity
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Efficient and realistic visualization of cloth
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rapid shadow generation in real-world lighting environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Courses
Realistic materials in computer graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Wavelet encoding of BRDFs for real-time rendering
GI '07 Proceedings of Graphics Interface 2007
High dynamic range preserving compression of light fields and reflectance fields
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
A generic real-time rendering approach for structural colors
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Symmetric photography: exploiting data-sparseness in reflectance fields
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Several techniques have been developed to approximate Bidirectional Reflectance Distribution Functions (BRDF) with acceptable quality and performance for realtime applications. The recently published Homomorphic Factorization by McCool et al. is a general approximation approach that can be used with various setups and for different quality requirements.In this paper we propose a new technique based on the Homomorphic Factorization. Instead of approximating the BRDF, our technique factorizes the full lighting computation of an isotropic BRDF in a global illumination scenario. With this method materials in complex lighting situations can be simulated with only two textures by using commonly available computation capabilities of current graphics hardware.The new technique can also be considered as a generalized approach to several environment map prefiltering techniques. Existing prefiltering techniques are usually limited to specific BRDFs or require advanced hardware capabilities like 3D texturing. With the factorization only common 2D textures are required.