SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Textures and radiosity: controlling emission and reflection with texture maps
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The irradiance Jacobian for partially occluded polyhedral sources
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Computing exact shadow irradiance using splines
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th 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
Theory and application of specular path perturbation
ACM Transactions on Graphics (TOG)
A signal-processing framework for inverse rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Lambertian Reflectance and Linear Subspaces
IEEE Transactions on Pattern Analysis and Machine Intelligence
ACM SIGGRAPH 2003 Papers
Structured importance sampling of environment maps
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Estimating Curvatures and Their Derivatives on Triangle Meshes
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
A signal-processing framework for reflection
ACM Transactions on Graphics (TOG)
A Fourier Theory for Cast Shadows
IEEE Transactions on Pattern Analysis and Machine Intelligence
ACM SIGGRAPH 2005 Papers
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
Wavelet importance sampling: efficiently evaluating products of complex functions
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Spherical harmonic gradients for mid-range illumination
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient wavelet rotation for environment map rendering
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
The influence of shape on the perception of material reflectance
ACM SIGGRAPH 2007 papers
A ray tracing solution for diffuse interreflection
ACM SIGGRAPH 2007 courses
Robust statistical estimation of curvature on discretized surfaces
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Radiance caching for participating media
ACM Transactions on Graphics (TOG)
Multidimensional adaptive sampling and reconstruction for ray tracing
ACM SIGGRAPH 2008 papers
Shield fields: modeling and capturing 3D occluders
ACM SIGGRAPH Asia 2008 papers
Affine double- and triple-product wavelet integrals for rendering
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
Light warping for enhanced surface depiction
ACM SIGGRAPH 2009 papers
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
Tricolor attenuation model for shadow detection
IEEE Transactions on Image Processing
A progressive error estimation framework for photon density estimation
ACM SIGGRAPH Asia 2010 papers
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Reconstructing the indirect light field for global illumination
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Surface flows for image-based shading design
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
A theory of monte carlo visibility sampling
ACM Transactions on Graphics (TOG)
Theory, analysis and applications of 2D global illumination
ACM Transactions on Graphics (TOG)
Practical Hessian-based error control for irradiance caching
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Irradiance gradients in the presence of participating media and occlusions
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Gradient-domain metropolis light transport
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
The Visual Computer: International Journal of Computer Graphics
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The shading in a scene depends on a combination of many factors---how the lighting varies spatially across a surface, how it varies along different directions, the geometric curvature and reflectance properties of objects, and the locations of soft shadows. In this article, we conduct a complete first-order or gradient analysis of lighting, shading, and shadows, showing how each factor separately contributes to scene appearance, and when it is important. Gradients are well-suited to analyzing the intricate combination of appearance effects, since each gradient term corresponds directly to variation in a specific factor. First, we show how the spatial and directional gradients of the light field change as light interacts with curved objects. This extends the recent frequency analysis of Durand et al. [2005] to gradients, and has many advantages for operations, like bump mapping, that are difficult to analyze in the Fourier domain. Second, we consider the individual terms responsible for shading gradients, such as lighting variation, convolution with the surface BRDF, and the object's curvature. This analysis indicates the relative importance of various terms, and shows precisely how they combine in shading. Third, we understand the effects of soft shadows, computing accurate visibility gradients, and generalizing previous work to arbitrary curved occluders. As one practical application, our visibility gradients can be directly used with conventional ray-tracing methods in practical gradient interpolation methods for efficient rendering. Moreover, our theoretical framework can be used to adaptively sample images in high-gradient regions for efficient rendering.