The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Interprocedural slicing using dependence graphs
ACM Transactions on Programming Languages and Systems (TOPLAS)
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Through-the-lens camera control
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Partial evaluation and automatic program generation
Partial evaluation and automatic program generation
Real-time programmable shading
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
A fast relighting engine for interactive cinematic lighting design
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A user interface for interactive cinematic shadow design
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Mio: fast multipass partitioning via priority-based instruction scheduling
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
Generalized wavelet product integral for rendering dynamic glossy objects
ACM SIGGRAPH 2006 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
ACM Transactions on Graphics (TOG)
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Crayon lighting: sketch-guided illumination of models
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
ACM SIGGRAPH 2008 talks
A combined tactical and strategic hierarchical learning framework in multi-agent games
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
GPU-based refraction and caustics rendering on depth textures
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Art pipeline: transition from offline to realtime CG
ACM SIGGRAPH 2012 Talks
Simulating caustics due to liquid-solid interface menisci
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
iCheat: a representation for artistic control of indirect cinematic lighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
An efficient multi-view rasterization architecture
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Improving photon mapping towards an interactive stage lighting framework
EGVE - JVRC'10 Proceedings of the 16th Eurographics conference on Virtual Environments & Second Joint Virtual Reality
Interactive appearance design in the presence of optically complex materials
MAM '13 Proceedings of the Eurographics 2013 Workshop on Material Appearance Modeling: Issues and Acquisition
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In computer cinematography, the process of lighting design involves placing and configuring lights to define the visual appearance of environments and to enhance story elements. This process is labor intensive and time consuming, primarily because lighting artists receive poor feedback from existing tools: interactive previews have very poor quality, while final-quality images often take hours to render.This paper presents an interactive cinematic lighting system used in the production of computer-animated feature films containing environments of very high complexity, in which surface and light appearances are described using procedural RenderMan shaders. Our system provides lighting artists with high-quality previews at interactive framerates with only small approximations compared to the final rendered images. This is accomplished by combining numerical estimation of surface response, image-space caching, deferred shading, and the computational power of modern graphics hardware.Our system has been successfully used in the production of two feature-length animated films, dramatically accelerating lighting tasks. In our experience interactivity fundamentally changes an artist's workflow, improving both productivity and artistic expressiveness.