Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments
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Summary
A new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics and introduces functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space.
- Type
- article
- Published
- 2002-07-01
- Cited by
- 1,178
- References
- 56
- OpenAlex
- https://openalex.org/W2164369380
- Semantic Scholar
- https://api.semanticscholar.org/CorpusID:324277
Keywords
Global illumination, Radiance, Rendering (computer graphics), Computer science, Computer vision
References
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- Unified Approach to Prefiltered Environment Maps
- Realistic, hardware-accelerated shading and lighting
- Radiosity and realistic image synthesis
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- Fast calculation of soft shadow textures using convolution
- A global illumination solution for general reflectance distributions
- Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography
- Angular Momentum: Understanding Spatial Aspects in Chemistry and Physics
- Spherical wavelets: efficiently representing functions on the sphere
- Design and simulation of opera lighting and projection effects
- Polynomial texture maps
- Efficient image-based methods for rendering soft shadows
- Reflection space image based rendering
- Steerable illumination textures
- A Quick Rendering Method Using Basis Functions for Interactive Lighting Design
- Creating Raster Omnimax Images from Multiple Perspective Views Using the Elliptical Weighted Average Filter
- Efficient algorithms for local and global accessibility shading
- The Irradiance Volume
- Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images
Cited by
- Shadow and sky color rendering technique in augmented reality environments
- Interactive rendering of multiple scattering in participating media using separable phase function
- Appearance-driven material design
- Dynamic Anisotropic Occlusion
- Interactive specular and glossy reflections in dynamic scenes. (Réflexions spéculaires en temps interactif dans les scènes dynamiques)
- MR360: Mixed Reality Rendering for 360° Panoramic Videos
- Real Time Animation and Illumination in Ancient Roman Sites
- Real-time Hardware-accelerated Relighting with Approximate Indirect Illumination
- Novel illumination algorithms for off-line and real-time rendering
- Rendering Microgeometry with Volumetric Precomputed Radiance Transfer
- Light probe cloud generation for games
- A signal-processing framework for forward and inverse rendering
- Real-Time Global Illumination Rendering with Dynamic Materials: Real-Time Global Illumination Rendering with Dynamic Materials
- Extending OGRE with Light Propagation Volumes
- Sparse volumetric deformation
- Scene Recovery and Rendering Techniques Under Global Light Transport
- Real-time realistic rendering and high dynamic range image display and compression
- An Inverse Problem Approach to BRDF Modeling
- Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons
- Light field mapping: efficient representation of surface light fields
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