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Accurate analytic approximations for real-time specular area lighting

Published: 27 February 2016 Publication History

Abstract

We introduce analytic approximations for accurate real-time rendering of specular surfaces lit by area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the rendering of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and evaluating the integral in constant time using simple peak shape functions. To overcome the Phong restriction, we propose a low cost edge splitting strategy that accounts for the spherical warp introduced by the half vector parametrization. Thanks to this novel extension, we accurately approximate common microfacet BRDFs, providing the first practical method producing specular stretches that closely match ground truth image references in real-time. Finally, using the same approximation framework, we introduce support for spherical and disc area light sources, based on an original polygon spinning method supporting non-uniform scaling operations and horizon clipping. Implemented on a GPU, our method achieves real-time performances without any assumption on area light shape nor surface roughness, with a quality close to the ground truth.

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References

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Cited By

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  • (2024)Real‐Time Polygonal Lighting of Iridescence Effect using Precomputed Monomial‐GaussiansComputer Graphics Forum10.1111/cgf.1499143:6Online publication date: 20-Feb-2024
  • (2022)Bringing Linearly Transformed Cosines to Anisotropic GGXProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/35226125:1(1-18)Online publication date: 4-May-2022
  • (2020)Real-time Approximation of Photometric Polygonal LightsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/33845373:1(1-18)Online publication date: 4-May-2020
  • Show More Cited By

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    cover image ACM Conferences
    I3D '16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
    February 2016
    200 pages
    ISBN:9781450340434
    DOI:10.1145/2856400
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 27 February 2016

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    Author Tags

    1. area lights
    2. microfacet
    3. real-time
    4. shading
    5. specular

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    I3D '16
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    I3D '16: Symposium on Interactive 3D Graphics and Games
    February 27 - 28, 2016
    Washington, Redmond

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    Overall Acceptance Rate 148 of 485 submissions, 31%

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    Cited By

    View all
    • (2024)Real‐Time Polygonal Lighting of Iridescence Effect using Precomputed Monomial‐GaussiansComputer Graphics Forum10.1111/cgf.1499143:6Online publication date: 20-Feb-2024
    • (2022)Bringing Linearly Transformed Cosines to Anisotropic GGXProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/35226125:1(1-18)Online publication date: 4-May-2022
    • (2020)Real-time Approximation of Photometric Polygonal LightsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/33845373:1(1-18)Online publication date: 4-May-2020
    • (2018)Combining analytic direct illumination and stochastic shadowsProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3190834.3190852(1-11)Online publication date: 15-May-2018
    • (2018)Integrating Clipped Spherical Harmonics ExpansionsACM Transactions on Graphics10.1145/301545937:2(1-12)Online publication date: 23-Mar-2018
    • (2018)Real‐Time Rendering of Wave‐Optical Effects on Scratched SurfacesComputer Graphics Forum10.1111/cgf.1334737:2(123-134)Online publication date: 22-May-2018
    • (2017)A spherical cap preserving parameterization for spherical distributionsACM Transactions on Graphics10.1145/3072959.307369436:4(1-12)Online publication date: 20-Jul-2017
    • (2017)Real-time global illumination using precomputed light field probesProceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3023368.3023378(1-11)Online publication date: 25-Feb-2017

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