Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
A radiosity method for non-diffuse environments
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
The perception of shading and reflectance
Perception as Bayesian inference
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Perception-guided global illumination solution for animation rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
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
Unified Approach to Prefiltered Environment Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Real-time obscurances with color bleeding
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
View-dependent precomputed light transport using nonlinear Gaussian function approximations
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Generalized wavelet product integral for rendering dynamic glossy objects
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
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
Perceptual considerations for motion blur rendering
ACM Transactions on Applied Perception (TAP)
Acoustic Rendering and Auditory–Visual Cross-Modal Perception and Interaction
Computer Graphics Forum
Crowd Light: Evaluating the Perceived Fidelity of Illuminated Dynamic Scenes
Computer Graphics Forum
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Perceptual importance of lighting phenomena in rendering of animated water
ACM Transactions on Applied Perception (TAP)
Gloss perception in painterly and cartoon rendering
ACM Transactions on Graphics (TOG)
Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
Hi-index | 0.00 |
Much research in recent times has been conducted towards real-time rendering of accurate glossy reflections under direct, natural illumination including correct occlusions. The view dependent nature of these reflections will always cause this computation to be expensive unless heavily approximated. There also remains a question as to whether humans are even capable of noticing the difference in accuracy or whether our perception of the realism of the scene remains unchanged and thus the extra effort expended in rendering accurate reflections is effectively wasted. We conduct a user study to analyse any decline in perceived realism of glossy scenes rendered with a variety of specular occlusion approximations under a multitude of BRDFs, lighting environments and camera orientations. We demonstrate that although no one approximation is always suitable, it is rare to have a scene whose computational complexity cannot be decreased to some degree.