A radiosity method for non-diffuse environments
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Faster photon map global illumination
Journal of Graphics Tools
Vision - An Architecture for Global Illumination Calculations
IEEE Transactions on Visualization and Computer Graphics
Programming Mental Ray
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Second-order illumination in real-time (student paper)
ACM-SE 45 Proceedings of the 45th annual southeast regional conference
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
A ray tracing solution for diffuse interreflection
ACM SIGGRAPH 2007 courses
ACM SIGGRAPH 2008 classes
Radiance cache splatting: a GPU-friendly global illumination algorithm
ACM SIGGRAPH 2008 classes
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
Interactive on-surface signal deformation
ACM SIGGRAPH 2010 papers
Cache-oblivious ray reordering
ACM Transactions on Graphics (TOG)
Volumetric vector-based representation for indirect illumination caching
Journal of Computer Science and Technology
A programmable system for artistic volumetric lighting
ACM SIGGRAPH 2011 papers
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
An approach to point based approximate color bleeding with volumes
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Theory, analysis and applications of 2D global illumination
ACM Transactions on Graphics (TOG)
Multiresolution radiosity caching for global illumination in movies
ACM SIGGRAPH 2012 Talks
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Pre-convolved Radiance Caching
Computer Graphics Forum
Practical Hessian-based error control for irradiance caching
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Sequential monte carlo integration in low-anisotropy participating media
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Exploiting visibility correlation in direct illumination
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
iCheat: a representation for artistic control of indirect cinematic lighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Spatial directional radiance caching
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Visibility editing for all-frequency shadow design
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Making radiance and irradiance caching practical: adaptive caching and neighbor clamping
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
High-fidelity rendering of animations on the grid: a case study
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Wait-free shared-memory irradiance cache
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Path-space manipulation of physically-based light transport
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Implementing irradiance cache in a GPU realistic renderer
Transactions on Computational Science XIX
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Lighting models used in the production of computer generated feature animation have to be flexible, easy to control, and efficient to compute. Global illumination techniques do not lend themselves easily to flexibility, ease of use, or speed, and have remained out of reach thus far for the vast majority of images generated in this context. This paper describes the implementation and integration of indirect illumination within a feature animation production renderer. For efficiency reasons, we choose to partially solve the rendering equation. We explain how this compromise allows us to speed-up final gathering calculations and reduce noise. We describe an efficient ray tracing strategy and its integration with a micro-polygon based scan line renderer supporting displacement mapping and programmable shaders. We combine a modified irradiance gradient caching technique with an approximate lighting model that enhances caching coherence and provides good scalability to render complex scenes into high-resolution images suitable for film. We describe the tools that are made available to the artists to control indirect lighting in final renders. We show that our approach provides an efficient solution, easy to art direct, that allows animators to enhance considerably the quality of images generated for a large category of production work.