Incremental Instant Radiosity for Real-Time Indirect Illumination

dc.contributor.authorLaine, Samulien_US
dc.contributor.authorSaransaari, Hannuen_US
dc.contributor.authorKontkanen, Janneen_US
dc.contributor.authorLehtinen, Jaakkoen_US
dc.contributor.authorAila, Timoen_US
dc.contributor.editorJan Kautz and Sumanta Pattanaiken_US
dc.date.accessioned2014-01-27T15:09:34Z
dc.date.available2014-01-27T15:09:34Z
dc.date.issued2007en_US
dc.description.abstractWe present a method for rendering single-bounce indirect illumination in real time on currently available graphics hardware. The method is based on the instant radiosity algorithm, where virtual point lights (VPLs) are generated by casting rays from the primary light source. Hardware shadow maps are then employed for determining the indirect illumination from the VPLs. Our main contribution is an algorithm for reusing the VPLs and incrementally maintaining their good distribution. As a result, only a few shadow maps need to be rendered per frame as long as the motion of the primary light source is reasonably smooth. This yields real-time frame rates even when hundreds of VPLs are used.en_US
dc.description.seriesinformationRendering Techniquesen_US
dc.identifier.isbn978-3-905673-52-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttps://doi.org/10.2312/EGWR/EGSR07/277-286en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Bitmap and framebuffer operations I.3.7 [Computer Graphics]: Shadowing, Radiosityen_US
dc.titleIncremental Instant Radiosity for Real-Time Indirect Illuminationen_US
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
277-286.pdf
Size:
294.21 KB
Format:
Adobe Portable Document Format