The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Interprocedural slicing using dependence graphs
ACM Transactions on Programming Languages and Systems (TOPLAS)
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Precise interprocedural dataflow analysis via graph reachability
POPL '95 Proceedings of the 22nd ACM SIGPLAN-SIGACT symposium on Principles of programming languages
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
PLDI '96 Proceedings of the ACM SIGPLAN 1996 conference on Programming language design and implementation
A fast relighting engine for interactive cinematic lighting design
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive Design of Complex Time-Dependent Lighting
IEEE Computer Graphics and Applications
Ray tracing algebraic surfaces
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
LightShop: An Interactive Lighting System Incorporating the 2D Image Editing Paradigm
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Interactive on-surface signal deformation
ACM SIGGRAPH 2010 papers
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
iCheat: a representation for artistic control of indirect cinematic lighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Visibility editing for all-frequency shadow design
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Lazy incremental computation for efficient scene graph rendering
Proceedings of the 5th High-Performance Graphics Conference
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We present an automated approach for high-quality preview of feature-film rendering during lighting design. Similar to previous work, we use a deep-framebuffer shaded on the GPU to achieve interactive performance. Our first contribution is to generate the deep-framebuffer and corresponding shaders automatically through data-flow analysis and compilation of the original scene. Cache compression reduces automatically-generated deep-framebuffers to reasonable size for complex production scenes and shaders. We also propose a new structure, the indirect framebuffer, that decouples shading samples from final pixels and allows a deep-framebuffer to handle antialiasing, motion blur and transparency efficiently. Progressive refinement enables fast feedback at coarser resolution. We demonstrate our approach in real-world production.