Combining hierarchical radiosity and discontinuity meshing
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Radiosity and Global Illumination
Radiosity and Global Illumination
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Thrifty Final Gather for Radiosity
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Advanced Global Illumination
Lambertian Reflectance and Linear Subspaces
Lambertian Reflectance and Linear Subspaces
Realistic image synthesis for scenes with radiatively participating media
Realistic image synthesis for scenes with radiatively participating media
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
A novel hemispherical basis for accurate and efficient rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Fast separation of direct and global components of a scene using high frequency illumination
ACM SIGGRAPH 2006 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
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Scattered spherical harmonic approximation for accelerated volume rendering
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Real-time ambient occlusion for dynamic character skins
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A ray tracing solution for diffuse interreflection
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A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
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
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
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ACM SIGGRAPH Asia 2010 papers
Proceedings of the Conference on High Performance Graphics
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I3D '11 Symposium on Interactive 3D Graphics and Games
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Volumetric vector-based representation for indirect illumination caching
Journal of Computer Science and Technology
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Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
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Proceedings of the 2011 SIGGRAPH Asia Conference
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Axis-aligned filtering for interactive sampled soft shadows
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
Spatial directional radiance caching
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
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
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
Multi-layer screen-space ambient occlusion using hybrid sampling
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Factorized point based global illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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In this paper we present an approximate method for accelerated computation of the final gathering step in a global illumination algorithm. Our method operates by decomposing the radiance field close to surfaces into separate far- and near-field components that can be approximated individually. By computing surface shading using these approximations, instead of directly querying the global illumination solution, we have been able to obtain rendering time speed ups on the order of 10x compared to previous acceleration methods. Our approximation schemes rely mainly on the assumptions that radiance due to distant objects will exhibit low spatial and angular variation, and that the visibility between a surface and nearby surfaces can be reasonably predicted by simple location and orientation-based heuristics. Motivated by these assumptions, our far-field scheme uses scattered-data interpolation with spherical harmonics to represent spatial and angular variation, and our near-field scheme employs an aggressively simple visibility heuristic. For our test scenes, the errors introduced when our assumptions fail do not result in visually objectionable artifacts or easily noticeable deviation from a ground-truth solution. We also discuss how our near-field approximation can be used with standard local illumination algorithms to produce significantly improved images at only negligible additional cost.