Primitives for the manipulation of general subdivisions and the computation of Voronoi
ACM Transactions on Graphics (TOG)
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient Light Transport Using Precomputed Visibility
IEEE Computer Graphics and Applications
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ACM SIGGRAPH 2003 Papers
Realistic human face rendering for "The Matrix Reloaded"
ACM SIGGRAPH 2003 Sketches & Applications
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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We propose a precomputation-based approach for the real-time rendering of scenes that include a number of complex illumination phenomena, such as radiosity and subsurface scattering, and allows interactive modification of camera and lighting parameters. At the heart of our approach lies a novel parameterization of the rendering equation that is inherently supported by the modern GPU. During the pre-computation phase, we build a set of offset transfer maps based on the proposed parameterization, which approximate the complete radiance transfer function for the scene. The rendering phase is then reduced to a set of texture-blending and mapping operations that execute in real-time on the GPU. In contrast to the current state-of-the-art, which employs environment maps to produce global illumination, our approach uses arbitrary first-order lighting to compute a final lighting solution, and fully supports point and spot lights. To discretize the transfer maps, we develop an efficient method for generating and sampling C0-continuous probability density functions from unordered data points.We believe that the contributions of this paper offer a significantly different approach to precomputed radiance transfer from those previously proposed.