ACM Transactions on Graphics (TOG)
Real-time rendering
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Digital Lighting and Rendering (2nd Edition)
Digital Lighting and Rendering (2nd Edition)
Intelligent lighting for a better gaming experience
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Projecting tension in virtual environments through lighting
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Visually directing user's attention in interactive 3D environments
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
A tool for adaptive lighting design
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
System for Automated Interactive Lighting (SAIL)
Proceedings of the 4th International Conference on Foundations of Digital Games
Creative expression of emotions in virtual humans
Proceedings of the 4th International Conference on Foundations of Digital Games
Imagining new design spaces for interactive digital storytelling
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Enhancing spatial perception and user experience in video games with volumetric shadows
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Recent advances in computer graphics, particularly in real-time rendering, have resulted in major improvements in 3D graphics and rendering techniques in interactive entertainment. In this article we focus on the scene-lighting process, which we define as configuring the number of lights in a scene, their properties (e.g., range and attenuation), positions, angles, and colors. Lighting design is well known among designers, directors, and visual artists for its vital role in influencing viewers' perception by evoking moods, directing their gaze to important areas (i.e., providing visual focus), and conveying visual tension. It is, however, difficult to set positions, angles, or colors for lights within interactive scenes to accommodate these goals because an interactive scene's spatial and dramatic configuration, including mood, dramatic intensity, and the relative importance of different characters, change unpredictably in real-time. There are several techniques developed by the game industry that establish spectacular real-time lighting effects within 3D interactive environments. These techniques are often time- and labor-intensive. In addition, they are not easily used to dynamically mold the visual design to convey communicative, dramatic, and aesthetic functions as addressed in creative disciplines such as art, film, and theatre. In this article we present a new real-time lighting design model based on cinematic and theatric lighting design theory. The proposed model is designed to automatically, and in real-time, adjust lighting in an interactive scene to accommodate the dramatic, aesthetic, and communicative functions described by traditional lighting design theories, while taking artistic constraints on style, visual continuity, and aesthetic function into account.