Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Design and simulation of opera lighting and projection effects
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Surface light fields for 3D photography
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A signal-processing framework for inverse rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Steerable illumination textures
ACM Transactions on Graphics (TOG)
Image-based 3D photography using opacity hulls
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Light field mapping: efficient representation and hardware rendering of surface light fields
Proceedings of the 29th 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
Interactive subsurface scattering for translucent meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Efficient Linear Re-rendering for Interactive Lighting Design
Efficient Linear Re-rendering for Interactive Lighting Design
Fast Environmental Lighting for Local-PCA Encoded BTFs
CGI '04 Proceedings of the Computer Graphics International
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
A novel hemispherical basis for accurate and efficient rendering
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
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency relighting of non-diffuse objects using separable BRDF approximation
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Proceedings of the Conference on High Performance Graphics 2009
An Interactive 3D Exhibition System with Global Illumination for Digital Museum
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Interactive remote exploration of massive cityscapes
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
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Interactive rendering of realistic objects under general lighting models poses three principal challenges. Handling complex light transport phenomena like shadows, inter-reflections, caustics and sub-surface scattering is difficult to do in real time. Integrating these effects over large area light sources compounds the difficulty, and finally real objects have complex spatially-varying BRDF's. Precomputed Radiance Transfer (PRT) encapsulates a family of techniques that partially addresses these challenges. PRT is an active of area of research that has relevance to both the academic research community and practitioners of interactive computer graphics. This technique and its variants are being actively investigated in the game development community and there is quite a lot of interest due to the recent appearance of PRT techniques in games such as "Halo 2".This course covers these techniques, compares them and discusses their various strengths and weaknesses. A more rigorous derivation directly from the rendering equation is presented along with practical implementation details, both of which are generally not included in technical papers. After introducing the necessary foundation (rendering equation, basis functions, etc.), we begin with simple PRT for diffuse objects. We continue with general PRT using the concept of transfer matrices, which allow for arbitrary reflectance models. The possible choices for basis functions are discussed as well. Different light source representations are presented and compared. Finally, we discuss practical issues with PRT, such as data compression, spatial sampling, normal mapping, precomputation, and more. By the end of the course the audience will be able to pick the right algorithm for their needs and will hopefully have gained some of the unpublished insights the speakers have gained by working in this area.