Fullsphere Irradiance Factorization for Real-Time All-Frequency Illumination for Dynamic Scenes

dc.contributor.authorMichael, D.en_US
dc.contributor.authorChrysanthou, Y.en_US
dc.date.accessioned2015-02-23T09:47:14Z
dc.date.available2015-02-23T09:47:14Z
dc.date.issued2010en_US
dc.description.abstractComputation of illumination with soft-shadows from all-frequency environment maps, is a computationally expensive process. Use of pre-computation add the limitation that receiver s geometry must be known in advance, since Irradiance computation takes into account the receiver s normal direction. We propose a method that using a new notion that we introduce, the Fullsphere Irradiance, allows us to accumulate the contribution from all light sources in the scene, on a possible receiver without knowing the receiver s geometry. This expensive computation is done in a pre-processing step. The pre-computed value is used at run time to compute the Irradiance arriving at any receiver with known direction. We show how using this technique we compute soft-shadows and self-shadows in real-time from all-frequency environments, with only modest memory requirements. A GPU implementation of the method, yields high frame rates even for complex scenes with dozens of dynamic occluders and receivers.en_US
dc.description.number8en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01818.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages2516-2529en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2010.01818.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleFullsphere Irradiance Factorization for Real-Time All-Frequency Illumination for Dynamic Scenesen_US
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