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Photorealistic lighting with offset radiance transfer mapping
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Source Symposium on Interactive 3D Graphics archive
Proceedings of the 2006 symposium on Interactive 3D graphics and games table of contents
Redwood City, California
SESSION: Precomputed transfer table of contents
Pages: 15 - 21  
Year of Publication: 2006
ISBN:1-59593-295-X
Authors
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
Ben Sunshine-Hill: colleagues
Petros Faloutsos: colleagues