Conference paper
Scene independent real-time indirect illumination
Image Analysis and Computer Graphics, Department of Informatics and Mathematical Modeling, Technical University of Denmark1
Department of Informatics and Mathematical Modeling, Technical University of Denmark2
Computer Science and Engineering, Department of Informatics and Mathematical Modeling, Technical University of Denmark3
A novel method for real-time simulation of indirect illumination is presented in this paper. The method, which we call Direct Radiance Mapping (DRM), is based on basal radiance calculations and does not impose any restrictions on scene geometry or dynamics. This makes the method tractable for real-time rendering of arbitrary dynamic environments and for interactive preview of feature animations.
Through DRM we simulate two diffuse reflections of light, but can also, in combination with traditional real-time methods for specular reflections, simulate more complex light paths. DRM is a GPU-based method, which can draw further advantages from upcoming GPU functionalities. The method has been tested for moderately sized scenes with close to real-time frame rates and it scales with interactive frame rates for more complex scenes.
Language: | English |
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Publisher: | IEEE Computer Society Press |
Year: | 2005 |
Pages: | 185,186,187,188,189,190 |
Proceedings: | Proceedings of Computer Graphics International |
ISBN: | 0780393309 and 9780780393301 |
ISSN: | 15583880 and 15301052 |
Types: | Conference paper |
DOI: | 10.1109/CGI.2005.1500412 |
ORCIDs: | Frisvad, Jeppe Revall and Christensen, Niels Jørgen |
direct radiance mapping global illumination hardware acceleration programable graphics hardware real-time rendering
Electrostatic precipitators GPU-based method Geometry Interpolation Layout Light sources Lighting Low-frequency noise Power harmonic filters Rendering (computer graphics) Transfer functions basal radiance calculations brightness computational geometry computer animation computer graphic equipment digital simulation feature animations interactive frame rates interactive systems lighting programmable graphics hardware real-time indirect illumination real-time systems rendering (computer graphics) scene geometry