Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Interactive update of global illumination using a line-space hierarchy
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th 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
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Accurate light source acquisition and rendering
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
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
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Spherical harmonic gradients for mid-range illumination
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
Generalized wavelet product integral for rendering dynamic glossy objects
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Precomputed radiance transfer for dynamic scenes with diffuse interreflection
ACM SIGGRAPH 2006 Sketches
A first-order analysis of lighting, shading, and shadows
ACM Transactions on Graphics (TOG)
Precomputed radiance transfer: theory and practice
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
4D compression and relighting with high-resolution light transport matrices
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Is accurate occlusion of glossy reflections necessary?
Proceedings of the 4th symposium on Applied perception in graphics and visualization
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Compact and efficient generation of radiance transfer for dynamically articulated characters
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Eigentransport for efficient and accurate all-frequency relighting
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
SOHO: Orthogonal and symmetric Haar wavelets on the sphere
ACM Transactions on Graphics (TOG)
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Interactive global illumination based on coherent surface shadow maps
GI '08 Proceedings of graphics interface 2008
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
Shield fields: modeling and capturing 3D occluders
ACM SIGGRAPH Asia 2008 papers
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
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
Affine double- and triple-product wavelet integrals for rendering
ACM Transactions on Graphics (TOG)
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
Technical Section: Real-time ambient occlusion and halos with Summed Area Tables
Computers and Graphics
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Enhancing realism of mixed reality applications through real-time depth-imaging devices in X3D
Proceedings of the 16th International Conference on 3D Web Technology
Direct lighting under dynamic local area light sources
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
SIGGRAPH Asia 2011 Sketches
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Journal of Signal Processing Systems
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Large-scale data management for PRT-based real-time rendering of dynamically skinned models
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Interactive illumination with coherent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Exploiting temporal coherence for incremental all-frequency relighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
We present a soft shadow technique for dynamic scenes with moving objects under the combined illumination of moving local light sources and dynamic environment maps. The main idea of our technique is to precompute for each scene entity a shadow field that describes the shadowing effects of the entity at points around it. The shadow field for a light source, called a source radiance field (SRF), records radiance from an illuminant as cube maps at sampled points in its surrounding space. For an occluder, an object occlusion field (OOF) conversely represents in a similar manner the occlusion of radiance by an object. A fundamental difference between shadow fields and previous shadow computation concepts is that shadow fields can be precomputed independent of scene configuration. This is critical for dynamic scenes because, at any given instant, the shadow information at any receiver point can be rapidly computed as a simple combination of SRFs and OOFs according to the current scene configuration. Applications that particularly benefit from this technique include large dynamic scenes in which many instances of an entity can share a single shadow field. Our technique enables low-frequency shadowing effects in dynamic scenes in real-time and all-frequency shadows at interactive rates.