Real-time shading with filtered importance sampling

  • Authors:
  • Mark Colbert;Jaroslav Křivánek

  • Affiliations:
  • University of Central Florida;Czech Technical University in Prague

  • Venue:
  • ACM SIGGRAPH 2007 sketches
  • Year:
  • 2007

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Abstract

Correct perception of materials requires complex, natural illumination [Fleming et al. 2003]. Thus for material or lighting design applications, realistic, interactive rendering of objects with arbitrary materials under natural illumination is essential. We present a simple and efficient technique for real-time, image-based lighting of objects with spatially-varying, glossy materials. The key to our algorithm is combining BRDF-proportional importance sampling with environment map filtering to attain computationally efficient rendering amenable to the GPU.