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4D compression and relighting with high-resolution light transport matrices
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Symposium on Interactive 3D Graphics archive
Proceedings of the 2007 symposium on Interactive 3D graphics and games table of contents
Seattle, Washington
SESSION: Refraction and relighting table of contents
Pages: 81 - 88  
Year of Publication: 2007
ISBN:978-1-59593-628-8
Authors
Ewen Cheslack-Postava  Stanford University
Nolan Goodnight  NVIDIA Corporation
Ren Ng  Refocus Imaging
Ravi Ramamoorthi  Columbia University
Greg Humphreys  University of Virginia
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper presents a method for efficient compression and relighting with high-resolution, precomputed light transport matrices. We accomplish this using a 4D wavelet transform, transforming the columns of the transport matrix, in addition to the 2D row transform used in previous work. We show that a standard 4D wavelet transform can actually inflate portions of the matrix, because high-frequency lights lead to high-frequency images that cannot easily be compressed. Therefore, we present an adaptive 4D wavelet transform that terminates at a level that avoids inflation and maximizes sparsity in the matrix data. Finally, we present an algorithm for fast relighting from adaptively compressed transport matrices. Combined with a GPU-based precomputation pipeline, this results in an image and geometry relighting system that performs significantly better than 2D compression techniques, on average 2x-3x better in terms of storage cost and rendering speed for equal quality matrices.


REFERENCES

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Collaborative Colleagues:
Ewen Cheslack-Postava: colleagues
Nolan Goodnight: colleagues
Ren Ng: colleagues
Ravi Ramamoorthi: colleagues
Greg Humphreys: colleagues