Real-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights

dc.contributor.authorGuerrero, P.en_US
dc.contributor.authorJeschke, S.en_US
dc.contributor.authorWimmer, M.en_US
dc.date.accessioned2015-02-21T13:21:54Z
dc.date.available2015-02-21T13:21:54Z
dc.date.issued2008en_US
dc.description.abstractWe present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes. The proposed method approximates the original scene geometry with a set of tightly fitting spheres. In previous work, such spheres have been used to dynamically evaluate the visibility function to render soft shadows. In this paper, each sphere also acts as a low-frequency secondary light source, thereby providing diffuse one-bounce indirect illumination. The method is completely dynamic and proceeds in two passes: In a first pass, the light intensity distribution on each sphere is updated based on sample points on the corresponding object surface and converted into the spherical harmonics basis. In a second pass, this radiance information and the visibility are accumulated to shade final image pixels. The sphere approximation allows us to compute visibility and diffuse reflections of an object at interactive frame rates of over 20 fps for moderately complex scenes.en_US
dc.description.number8en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01296.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages2154-2168en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2008.01296.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lightsen_US
Files
Collections