EGSR08: 19th Eurographics Symposium on Rendering

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Preface, Table of Contents, Cover


Precomputed Atmospheric Scattering

Bruneton, Eric
Neyret, Fabrice

Irradiance Gradients in the Presence of Participating Media and Occlusions

Jarosz, Wojciech
Zwicker, Matthias
Jensen, Henrik Wann

Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media

Pegoraro, Vincent
Wald, Ingo
Parker, Steven G.

Tensor Clustering for Rendering Many-Light Animations

Hasan, Milos
Velazquez-Armendariz, Edgar
Pellacini, Fabio
Bala, Kavita

Exploiting Visibility Correlation in Direct Illumination

Clarberg, Petrik
Akenine-Moeller, Tomas

Table-driven Adaptive Importance Sampling

Cline, David
Adams, Daniel
Egbert, Parris

Real-time Shading with Filtered Importance Sampling

Kivanek, Jaroslav
Colbert, Mark

An Analysis of the In-Out BRDF Factorization for View-Dependent Relighting

Mahajan, Dhruv
Tseng, Yu-Ting
Ramamoorthi, Ravi

Ptex: Per-Face Texture Mapping for Production Rendering

Burley, Brent
Lacewell, Dylan

Lazy Solid Texture Synthesis

Dong, Yue
Lefebvre, Sylvain
Tong, Xin
Drettakis, George

Frame Sequential Interpolation for Discrete Level-of-Detail Rendering

Scherzer, Daniel
Wimmer, Michael

Geometry-Aware Framebuffer Level of Detail

Yang, Lei
Sander, Pedro V.
Lawrence, Jason

Rendering Trees with Indirect Lighting in Real Time

Boulanger, K.
Bouatouch, K.
Pattanaik, S.

Stylized Vector Art from 3D Models with Region Support

Eisemann, Elmar
Winnemoeller, Holger
Hart, John C.
Salesin, David

Feature-guided Image Stippling

Kim, Dongyeon
Son, Minjung
Lee, Yunjin
Kang, Henry
Lee, Seungyong

iCheat: A Representation for Artistic Control of Indirect Cinematic Lighting

Obert, Juraj
Krivanek, Jaroslav
Pellacini, Fabio
Sykora, Daniel
Pattanaik, Sumanta

Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays

Dammertz, H.
Hanika, J.
Keller, A.

Compact, Fast and Robust Grids for Ray Tracing

Lagae, Ares
Dutre, Philip

Combining Confocal Imaging and Descattering

Fuchs, Christian
Heinz, Michael
Levoy, Marc
Seidel, Hans-Peter
Lensch, Hendrik P. A.

ScribbleBoost: Adding Classification to Edge-Aware Interpolation of Local Image and Video Adjustments

Li, Y.
Adelson, E.
Agarwala, A.

Enhancement of Bright Video Features for HDR Displays

Didyk, P.
Mantiuk, R.
Hein, M.
Seidel, Hans-Peter

Fast Soft Self-Shadowing on Dynamic Height Fields

Snydre, John
Nowrouzezahrai, Derek

Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps

Sintorn, Erik
Eisemann, Elmar
Assarsson, Ulf

Free Form Incident Light Fields

Unger, J.
Gustavson, S.
Larsson, P.
Ynnerman, A.

Accelerating Ray Tracing using Constrained Tetrahedralizations

Lagae, Ares
Dutre, Philip

ReduceM: Interactive and Memory Efficient Ray Tracing of Large Models

Lauterbach, Christian
Yoon, Sung-eui
Tang, Ming
Manocha, Dinesh


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Recent Submissions

Now showing 1 - 27 of 27
  • Item
    Preface, Table of Contents, Cover
    (The Eurographics Association and Blackwell Publishing, Inc, 2008)
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    Precomputed Atmospheric Scattering
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Bruneton, Eric; Neyret, Fabrice
    We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. Our method reproduces many effects of the scattering of light, such as the daylight and twilight sky color and aerial perspective for all view and light directions, or the Earth and mountain shadows (light shafts) inside the atmosphere. Our method is based on a formulation of the light transport equation that is precomputable for all view points, view directions and sun directions. We show how to store this data compactly and propose a GPU compliant algorithm to precompute it in a few seconds. This precomputed data allows us to evaluate at runtime the light transport equation in constant time, without any sampling, while taking into account the ground for shadows and light shafts.
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    Irradiance Gradients in the Presence of Participating Media and Occlusions
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Jarosz, Wojciech; Zwicker, Matthias; Jensen, Henrik Wann
    In this paper we present a technique for computing translational gradients of indirect surface reflectance in scenes containing participating media and significant occlusions. These gradients describe how the incident radiance field changes with respect to translation on surfaces. Previous techniques for computing gradients ignore the effects of volume scattering and attenuation and assume that radiance is constant along rays connecting surfaces. We present a novel gradient formulation that correctly captures the influence of participating media. Our formulation accurately accounts for changes of occlusion, including the effect of surfaces occluding scattering media. We show how the proposed gradients can be used within an irradiance caching framework to more accurately handle scenes with participating media, providing significant improvements in interpolation quality.
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    Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Pegoraro, Vincent; Wald, Ingo; Parker, Steven G.
    This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering process are cached in a 5D adaptive hierarchical structure that defines dynamic predicate functions for both variance reduction techniques and guarantees well-behaved PDFs, yielding continually increasing efficiencies thanks to a marginal computational overhead. While remaining unbiased, the technique is effective within a single pass as both estimation and caching are done online, exploiting the coherency in illumination while being independent of the actual scene representation. The method is relatively easy to implement and to tune via a single parameter, and we demonstrate its practical benefits with important gains in convergence rate and competitive results with state of the art techniques.
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    Tensor Clustering for Rendering Many-Light Animations
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Hasan, Milos; Velazquez-Armendariz, Edgar; Pellacini, Fabio; Bala, Kavita
    Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long-standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many-light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.
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    Exploiting Visibility Correlation in Direct Illumination
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Clarberg, Petrik; Akenine-Moeller, Tomas
    The visibility function in direct illumination describes the binary visibility over a light source, e.g., an environment map. Intuitively, the visibility is often strongly correlated between nearby locations in time and space, but exploiting this correlation without introducing noticeable errors is a hard problem. In this paper, we first study the statistical characteristics of the visibility function. Then, we propose a robust and unbiased method for using estimated visibility information to improve the quality of Monte Carlo evaluation of direct illumination. Our method is based on the theory of control variates, and it can be used on top of existing state-of-the-art schemes for importance sampling. The visibility estimation is obtained by sparsely sampling and caching the 4D visibility field in a compact bitwise representation. In addition to Monte Carlo rendering, the stored visibility information can be used in a number of other applications, for example, ambient occlusion and lighting design.
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    Table-driven Adaptive Importance Sampling
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Cline, David; Adams, Daniel; Egbert, Parris
    Monte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the actual importance function used may not closely resemble the light distribution in the scene. In this paper, we present Table-driven Adaptive Importance Sampling (TAIS), a sampling technique that augments existing importance functions with tabular importance maps that direct sampling towards undersampled regions of path space. The importance maps are constructed lazily, relying on information gathered during the course of sampling. During sampling the importance maps act either in parallel with or as a preprocess to existing importance sampling methods. We show that our adaptive importance maps can be effective at reducing variance in a number of rendering situations.
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    Real-time Shading with Filtered Importance Sampling
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Kivanek, Jaroslav; Colbert, Mark
    We propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral yielding filtered importance sampling, a simple GPU-based rendering algorithm for image-based lighting. Furthermore, we extend the algorithm with real-time visibility computation. Free from any pre-computation, the algorithm supports fully dynamic scenes and, above all, is simple to implement.
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    An Analysis of the In-Out BRDF Factorization for View-Dependent Relighting
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Mahajan, Dhruv; Tseng, Yu-Ting; Ramamoorthi, Ravi
    Interactive rendering with dynamic natural lighting and changing view is a long-standing goal in computer graphics. Recently, precomputation-based methods for all-frequency relighting have made substantial progress in this direction. Many of the most successful algorithms are based on a factorization of the BRDF into incident and outgoing directions, enabling each term to be precomputed independent of viewing direction, and re-combined at run-time. However, there has so far been no theoretical understanding of the accuracy of this factorization, nor the number of terms needed. In this paper, we conduct a theoretical and empirical analysis of the BRDF in-out factorization. For Phong BRDFs, we obtain analytic results, showing that the number of terms needed grows linearly with the Phong exponent, while the factors correspond closely to spherical harmonic basis functions. More generally, the number of terms is quadratic in the frequency content of the BRDF along the reflected or half-angle direction. This analysis gives clear practical guidance on the number of factors needed for a given material. Different objects in a scene can each be represented with the correct number of terms needed for that particular BRDF, enabling both accuracy and interactivity.
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    Ptex: Per-Face Texture Mapping for Production Rendering
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Burley, Brent; Lacewell, Dylan
    Explicit parameterization of subdivision surfaces for texture mapping adds significant cost and complexity to film production. Most parameterization methods currently in use require setup effort, and none are completely general. We propose a new texture mapping method for Catmull-Clark subdivision surfaces that requires no explicit parameterization. Our method, Ptex, stores a separate texture per quad face of the subdivision control mesh, along with a novel per-face adjacency map, in a single texture file per surface. Ptex uses the adjacency data to perform seamless anisotropic filtering of multi-resolution textures across surfaces of arbitrary topology. Just as importantly, Ptex requires no manual setup and scales to models of arbitrary mesh complexity and texture detail. Ptex has been successfully used to texture all of the models in an animated theatrical short and is currently being applied to an entire animated feature. Ptex has eliminated UV assignment from our studio and significantly increased the efficiency of our pipeline.
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    Lazy Solid Texture Synthesis
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Dong, Yue; Lefebvre, Sylvain; Tong, Xin; Drettakis, George
    Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels.Our key idea is to synthesize a volume from a set of pre-computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre-process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU.Our approach generates high resolution solid textures on surfaces within seconds. Memory usage and synthesis time only depend on the output textured surface area. The GPU implementation of our method rapidly synthesizes new textures for the surfaces appearing when interactively breaking or cutting objects.
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    Frame Sequential Interpolation for Discrete Level-of-Detail Rendering
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Scherzer, Daniel; Wimmer, Michael
    In this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures.The method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.
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    Geometry-Aware Framebuffer Level of Detail
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Yang, Lei; Sander, Pedro V.; Lawrence, Jason
    This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade-off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature-preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer-grained control over resource allocation. Finally, we introduce a simple control mechanism that continuously adjusts the amount of resizing necessary to maintain a target framerate. These techniques do not require any preprocessing, are straightforward to implement on modern GPUs, and are shown to provide significant performance gains for several pixel-bound scenes.
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    Rendering Trees with Indirect Lighting in Real Time
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Boulanger, K.; Bouatouch, K.; Pattanaik, S.
    High quality lighting is one of the challenges for interactive tree rendering. To this end, this paper presents a lighting model allowing real-time rendering of trees with convincing indirect lighting. Rather than defining an empirical model to mimic lighting of real trees, we work at a lower level by modeling the spatial distribution of leaves and by assigning them probabilistic properties. We focus mainly on precise low-frequency lighting that our eyes are more sensitive to and we add high-frequency details afterwards. The resulting model is efficient and simple to implement on a GPU.
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    Stylized Vector Art from 3D Models with Region Support
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Eisemann, Elmar; Winnemoeller, Holger; Hart, John C.; Salesin, David
    We describe a rendering system that converts a 3D meshed model into the stylized 2D filled-region vector-art commonly found in clip-art libraries. To properly define filled regions, we analyze and combine accurate but jagged face-normal contours with smooth but inaccurate interpolated vertex normal contours, and construct a new smooth shadow contour that properly surrounds the actual jagged shadow contour. We decompose region definition into geometric and topological components, using machine precision for geometry processing and raster-precision to accelerate topological queries. We extend programmable stylization to simplify, smooth and stylize filled regions. The result renders 10K-face meshes into custom clip-art in seconds.
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    Feature-guided Image Stippling
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Kim, Dongyeon; Son, Minjung; Lee, Yunjin; Kang, Henry; Lee, Seungyong
    This paper presents an automatic method for producing stipple renderings from photographs, following the style of professional hedcut illustrations. For effective depiction of image features, we introduce a novel dot placement algorithm which adapts stipple dots to the local shapes. The core idea is to guide the dot placement along feature flow extracted from the feature lines, resulting in a dot distribution that conforms to feature shapes. The sizes of dots are adaptively determined from the input image for proper tone representation. Experimental results show that such feature-guided stippling leads to the production of stylistic and feature-emphasizing dot illustrations.
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    iCheat: A Representation for Artistic Control of Indirect Cinematic Lighting
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Obert, Juraj; Krivanek, Jaroslav; Pellacini, Fabio; Sykora, Daniel; Pattanaik, Sumanta
    Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is less important than careful control of scene appearance. This paper presents a comprehensive, efficient, and intuitive representation for artistic control of indirect illumination. We encode user s adjustments to indirect lighting as scale and offset coefficients of the transfer operator. We take advantage of the nature of indirect illumination and of the edits themselves to efficiently sample and compress them. A major benefit of this sampled representation, compared to encoding adjustments as procedural shaders, is the renderer-independence. This allowed us to easily implement several tools to produce our final images: an interactive relighting engine to view adjustments, a painting interface to define them, and a final renderer to render high quality results. We demonstrate edits to scenes with diffuse and glossy surfaces and animation.
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    Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Dammertz, H.; Hanika, J.; Keller, A.
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    Compact, Fast and Robust Grids for Ray Tracing
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Lagae, Ares; Dutre, Philip
    The focus of research in acceleration structures for ray tracing recently shifted from render time to time to image, the sum of build time and render time, and also the memory footprint of acceleration structures now receives more attention. In this paper we revisit the grid acceleration structure in this setting. We present two efficient methods for representing and building a grid. The compact grid method consists of a static data structure for representing a grid with minimal memory requirements, more specifically exactly one index per grid cell and exactly one index per object reference, and an algorithm for building that data structure in linear time. The hashed grid method reduces memory requirements even further, by using perfect hashing based on row displacement compression. We show that these methods are more efficient in both time and space than traditional methods based on linked lists and dynamic arrays. We also present a more robust grid traversal algorithm. We show that, for applications where time to image or memory usage is important, such as interactive ray tracing and rendering large models, the grid acceleration structure is an attractive alternative.
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    Combining Confocal Imaging and Descattering
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Fuchs, Christian; Heinz, Michael; Levoy, Marc; Seidel, Hans-Peter; Lensch, Hendrik P. A.
    In translucent objects, light paths are affected by multiple scattering, which is polluting any observation. Confocal imaging reduces the influence of such global illumination effects by carefully focusing illumination and viewing rays from a large aperture to a specific location within the object volume. The selected light paths still contain some global scattering contributions, though. Descattering based on high frequency illumination serves the same purpose. It removes the global component from observed light paths. We demonstrate that confocal imaging and descattering are orthogonal and propose a novel descattering protocol that analyzes the light transport in a neighborhood of light transport paths. In combination with confocal imaging, our descattering method achieves optical sectioning in translucent media with higher contrast and better resolution.
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    ScribbleBoost: Adding Classification to Edge-Aware Interpolation of Local Image and Video Adjustments
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Li, Y.; Adelson, E.; Agarwala, A.
    One of the most common tasks in image and video editing is the local adjustment of various properties (e.g., saturation or brightness) of regions within an image or video. Edge-aware interpolation of user-drawn scribbles offers a less effort-intensive approach to this problem than traditional region selection and matting. However, the technique suffers a number of limitations, such as reduced performance in the presence of texture contrast, and the inability to handle fragmented appearances. We significantly improve the performance of edge-aware interpolation for this problem by adding a boosting-based classification step that learns to discriminate between the appearance of scribbled pixels. We show that this novel data term in combination with an existing edge-aware optimization technique achieves substantially better results for the local image and video adjustment problem than edge-aware interpolation techniques without classification, or related methods such as matting techniques or graph cut segmentation.
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    Enhancement of Bright Video Features for HDR Displays
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Didyk, P.; Mantiuk, R.; Hein, M.; Seidel, Hans-Peter
    To utilize the full potential of new high dynamic range (HDR) displays, a system for the enhancement of bright luminous objects in video sequences is proposed. The system classifies clipped (saturated) regions as lights, reflections or diffuse surfaces using a semi-automatic classifier and then enhances each class of objects with respect to its relative brightness. The enhancement algorithm can significantly stretch the contrast of clipped regions while avoiding amplification of noise and contouring. We demonstrate that the enhanced video is strongly preferred to non-enhanced video, and it compares favorably to other methods.
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    Fast Soft Self-Shadowing on Dynamic Height Fields
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Snydre, John; Nowrouzezahrai, Derek
    We present a new, real-time method for rendering soft shadows from large light sources or lighting environments on dynamic height fields. The method first computes a horizon map for a set of azimuthal directions. To reduce sampling, we compute a multi-resolution pyramid on the height field. Coarser pyramid levels are indexed as the distance from caster to receiver increases. For every receiver point and every azimuthal direction, a smooth function of blocking angle in terms of log distance is reconstructed from a height difference sample at each pyramid level. This function s maximum approximates the horizon angle. We then sum visibility at each receiver point over wedges determined by successive pairs of horizon angles. Each wedge represents a linear transition in blocking angle over its azimuthal extent. It is precomputed in the order-4 spherical harmonic (SH) basis, for a canonical azimuthal origin and fixed extent, resulting in a 2D table. The SH triple product of 16D vectors representing lighting, total visibility, and diffuse reflectance then yields the soft-shadowed result. Two types of light sources are considered; both are distant and low-frequency. Environmental lights require visibility sampling around the complete 360 azimuth, while key lights sample visibility within a partial swath. Restricting the swath concentrates samples where the light comes from (e.g. 3 azimuthal directions vs. 16-32 for a full swath) and obtains sharper shadows. Our GPU implementation handles height fields up to 1024 x 1024 in real-time. The computation is simple, local, and parallel, with performance independent of geometric content.
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    Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Sintorn, Erik; Eisemann, Elmar; Assarsson, Ulf
    This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area-/volumetric light source using 128-1024 light samples per screen pixel. The alias-free shadow map guarantees that the visibility is accurately sampled per screen-space pixel, even for arbitrarily shaped (e.g. non-planar) surfaces or solid objects. Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation.
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    Free Form Incident Light Fields
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Unger, J.; Gustavson, S.; Larsson, P.; Ynnerman, A.
    This paper presents methods for photo-realistic rendering using strongly spatially variant illumination captured from real scenes. The illumination is captured along arbitrary paths in space using a high dynamic range, HDR, video camera system with position tracking. Light samples are rearranged into 4-D incident light fields (ILF) suitable for direct use as illumination in renderings. Analysis of the captured data allows for estimation of the shape, position and spatial and angular properties of light sources in the scene. The estimated light sources can be extracted from the large 4D data set and handled separately to render scenes more efficiently and with higher quality. The ILF lighting can also be edited for detailed artistic control.
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    Accelerating Ray Tracing using Constrained Tetrahedralizations
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Lagae, Ares; Dutre, Philip
    In this paper we introduce the constrained tetrahedralization as a new acceleration structure for ray tracing. A constrained tetrahedralization of a scene is a tetrahedralization that respects the faces of the scene geometry. The closest intersection of a ray with a scene is found by traversing this tetrahedralization along the ray, one tetrahedron at a time. We show that constrained tetrahedralizations are a viable alternative to current acceleration structures, and that they have a number of unique properties that set them apart from other acceleration structures: constrained tetrahedralizations are not hierarchical yet adaptive; the complexity of traversing them is a function of local geometric complexity rather than global geometric complexity; constrained tetrahedralizations support deforming geometry without any effort; and they have the potential to unify several data structures currently used in global illumination.
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    ReduceM: Interactive and Memory Efficient Ray Tracing of Large Models
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Lauterbach, Christian; Yoon, Sung-eui; Tang, Ming; Manocha, Dinesh
    We present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decomposes the model into triangle strips. We also describe a new stripification algorithm, Strip-RT, that can generate long strips with high spatial coherence. Our approach uses a two-level traversal algorithm for ray-primitive intersection. In practice, ReduceM can significantly reduce the storage overhead and ray trace massive models with hundreds of millions of triangles at interactive rates on desktop PCs with 4-8GB of main memory.