Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Radiosity and Global Illumination
Radiosity and Global Illumination
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
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
An Efficient k-Means Clustering Algorithm: Analysis and Implementation
IEEE Transactions on Pattern Analysis and Machine Intelligence
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Advanced Global Illumination
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Spherical harmonic gradients for mid-range illumination
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Partial, multi-scale precomputed radiance transfer
Proceedings of the 24th Spring Conference on Computer Graphics
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This paper presents a real-time global illumination method for static scenes illuminated by arbitrary, dynamic light sources. The algorithm obtains the indirect illumination caused by the multiple scattering of the light from precomputed light paths. The indirect illumination due to the precomputed light paths is stored in texture maps. Texture based representations allow the GPU to render the scene with global illumination effects at high frame rates even when the camera or the lights move. The proposed method requires moderate preprocessing time and can also work well for small light sources that are close to the surface. The implemented version considers only diffuse reflections. The method scales up very well for complex scenes and storage space can be traded for high frequency details in the indirect illumination.