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Conference paper

Scene independent real-time indirect illumination

In Proceedings of Computer Graphics International 2005 2005, pp. 185,186,187,188,189,190
From

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
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

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