SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A model for anisotropic reflection
SIGGRAPH '90 Proceedings of the 17th 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
Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Algorithms for the detection and elimination of specular aliasing
Proceedings of the conference on Graphics interface '92
Spherical wavelets: efficiently representing functions on the sphere
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Global illumination of glossy environments using wavelets and importance
ACM Transactions on Graphics (TOG)
Non-linear approximation of reflectance functions
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Real-time rendering
Light-driven global illumination with a wavelet representation of light transport
Light-driven global illumination with a wavelet representation of light transport
An anisotropic phong BRDF model
Journal of Graphics Tools
Homomorphic factorization of BRDFs for high-performance rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
JPEG 2000: Image Compression Fundamentals, Standards and Practice
JPEG 2000: Image Compression Fundamentals, Standards and Practice
Homomorphic factorization of BRDF-based lighting computation
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 rendering of spatial bi-directional reflectance distribution functions
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
A Wavelet Representation of Reflectance Functions
IEEE Transactions on Visualization and Computer Graphics
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Efficient isotropic BRDF measurement
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
The Visual Computer: International Journal of Computer Graphics
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Multiresolution reflectance filtering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Experimental analysis of BRDF models
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
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
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Acquired data often provides the best knowledge of a material's bidirectional reflectance distribution function (BRDF). Its integration into most real-time rendering systems requires both data compression and the implementation of the decompression and filtering stages on contemporary graphics processing units (GPUs). This paper improves the quality of real-time per-pixel lighting on GPUs using a wavelet decomposition of acquired BRDFs. Three-dimensional texture mapping with indexing allows us to efficiently compress the BRDF data by exploiting much of the coherency between hemispherical data. We apply built-in hardware filtering and pixel shader flexibility to perform filtering in the full 4D BRDF domain. Anti-aliasing of specular highlights is performed via a progressive level-of-detail technique built upon the multiresolution of the wavelet encoding. This technique increases rendering performance on distant surfaces while maintaining accurate appearance of close ones.