Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering

dc.contributor.authorSchwenk, Karstenen_US
dc.contributor.authorFranke, Tobiasen_US
dc.contributor.authorDrevensek, Timmen_US
dc.contributor.authorKuijper, Arjanen_US
dc.contributor.authorBockholt, Ulrichen_US
dc.contributor.authorFellner, Dieter W.en_US
dc.contributor.editorH. P. A. Lensch and S. Seipelen_US
dc.date.accessioned2015-07-09T10:00:38Z
dc.date.available2015-07-09T10:00:38Z
dc.date.issued2010en_US
dc.description.abstractSpectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of the precomputed radiance transfer algorithm that is tailored towards real-time spectral rendering on modern graphics hardware. Our method renders diffuse, self-shadowing objects with spatially varying spectral reflectance properties under distant, dynamic, full-spectral illumination. To achieve real-time frame rates and practical memory requirements we split the light transfer function into an achromatic part that varies per vertex and a wavelengthdependent part that represents a spectral albedo texture map. As an additional optimization, we project reflectance and illuminant spectra into an orthonormal basis. One area of application for our research is virtual design applications that require relighting objects with high color fidelity at interactive frame rates.Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of the precomputed radiance transfer algorithm that is tailored towards real-time spectral rendering on modern graphics hardware. Our method renders diffuse, self-shadowing objects with spatially varying spectral reflectance properties under distant, dynamic, full-spectral illumination. To achieve real-time frame rates and practical memory requirements we split the light transfer function into an achromatic part that varies per vertex and a wavelengthdependent part that represents a spectral albedo texture map. As an additional optimization, we project reflectance and illuminant spectra into an orthonormal basis. One area of application for our research is virtual design applications that require relighting objects with high color fidelity at interactive frame rates.en_US
dc.description.sectionheadersRenderingen_US
dc.description.seriesinformationEurographics 2010 - Short Papersen_US
dc.identifier.doi10.2312/egsh.20101045en_US
dc.identifier.pages49-52en_US
dc.identifier.urihttps://doi.org/10.2312/egsh.20101045en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAdapting Precomputed Radiance Transfer to Real-time Spectral Renderingen_US
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