MAPS: multiresolution adaptive parameterization of surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Spherical parametrization and remeshing
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
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ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2005 Papers
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ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 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
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ACM SIGGRAPH 2006 Papers
Hemispherical rasterization for self-shadowing of dynamic 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
Exploiting temporal coherence for incremental all-frequency relighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Efficient wavelet rotation for environment map rendering
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
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This paper presents a method for efficient compression and relighting with high-resolution, precomputed light transport matrices. We accomplish this using a 4D wavelet transform, transforming the columns of the transport matrix, in addition to the 2D row transform used in previous work. We show that a standard 4D wavelet transform can actually inflate portions of the matrix, because high-frequency lights lead to high-frequency images that cannot easily be compressed. Therefore, we present an adaptive 4D wavelet transform that terminates at a level that avoids inflation and maximizes sparsity in the matrix data. Finally, we present an algorithm for fast relighting from adaptively compressed transport matrices. Combined with a GPU-based precomputation pipeline, this results in an image and geometry relighting system that performs significantly better than 2D compression techniques, on average 2x-3x better in terms of storage cost and rendering speed for equal quality matrices.