Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Fitting virtual lights for non-diffuse walkthroughs
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th 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 Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Penumbra maps: approximate soft shadows in real-time
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Light animation with precomputed light paths on the GPU
GI '06 Proceedings of Graphics Interface 2006
Real-time soft shadows with cone culling
ACM SIGGRAPH 2006 Sketches
Second-order illumination in real-time (student paper)
ACM-SE 45 Proceedings of the 45th annual southeast regional conference
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
A ray tracing solution for diffuse interreflection
ACM SIGGRAPH 2007 courses
Interactive global illumination based on coherent surface shadow maps
GI '08 Proceedings of graphics interface 2008
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
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH 2009 Courses
Real-time global illumination for dynamic scenes
ACM SIGGRAPH 2009 Courses
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Wavelet-based stratified irradiance caching for efficient indirect illumination
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Video quality assessment for computer graphics applications
ACM SIGGRAPH Asia 2010 papers
Partial, multi-scale precomputed radiance transfer
Proceedings of the 24th Spring Conference on Computer Graphics
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
SSLPV: subsurface light propagation volumes
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Real-time diffuse global illumination using radiance hints
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Augmented Reality: Reciprocal shading for mixed reality
Computers and Graphics
Tensor clustering for rendering many-light animations
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Multi-image based photon tracing for interactive global illumination of dynamic scenes
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
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Data-parallel hierarchical link creation for radiosity
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Fast light-map computation with virtual polygon lights
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Efficient shading of indirect illumination applying reflective shadow maps
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
LightSkin: real-time global illumination for virtual and mixed reality
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
In this paper we present "reflective shadow maps", an algorithm for interactive rendering of plausible indirect illumination. A reflective shadow map is an extension to a standard shadow map, where every pixel is considered as an indirect light source. The illumination due to these indirect lights is evaluated on-the-fly using adaptive sampling in a fragment shader. By using screen-space interpolation of the indirect lighting, we achieve interactive rates, even for complex scenes. Since we mainly work in screen space, the additional effort is largely independent of scene complexity. The resulting indirect light is approximate, but leads to plausible results and is suited for dynamic scenes. We describe an implementation on current graphics hardware and show results achieved with our approach.