Photorealistic lighting with offset radiance transfer mapping
Ben Sunshine-Hill, Petros Faloutsos
Symposium on Interactive 3D Graphics and Games, March 2006, pp. 15--21.
Abstract: We propose a precomputation-based approach for the real-time rendering of scenes that include a number of complex illumination phenomena, such as radiosity and subsurface scattering, and allows interactive modification of camera and lighting parameters. At the heart of our approach lies a novel parameterization of the rendering equation that is inherently supported by the modern GPU. During the pre-computation phase, we build a set of offset transfer maps based on the proposed parameterization, which approximate the complete radiance transfer function for the scene. The rendering phase is then reduced to a set of texture-blending and mapping operations that execute in real-time on the GPU. In contrast to the current state-of-the-art, which employs environment maps to produce global illumination, our approach uses arbitrary first-order lighting to compute a final lighting solution, and fully supports point and spot lights. To discretize the transfer maps, we develop an efficient method for generating and sampling C0-continuous probability density functions from unordered data points.We believe that the contributions of this paper offer a significantly different approach to precomputed radiance transfer from those previously proposed.
Article URL: http://dx.doi.org/10.1145/1111411.1111414
BibTeX format:
@inproceedings{Sunshine-Hill:2006:PLW,
  author = {Ben Sunshine-Hill and Petros Faloutsos},
  title = {Photorealistic lighting with offset radiance transfer mapping},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {15--21},
  month = mar,
  year = {2006},
}
Search for more articles by Ben Sunshine-Hill.
Search for more articles by Petros Faloutsos.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."