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Direct-to-indirect transfer for cinematic relighting

Published: 01 July 2006 Publication History

Abstract

This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and multiply with. We address this problem by representing the transform as a set of sparse matrices encoded in wavelet space. A hierarchical construction is used to impose a wavelet basis on the unstructured gather cloud, and an image-based approach is used to map the sparse matrix computations to the GPU. We precompute the transfer matrices using a hierarchical algorithm and a variation of photon mapping in less than three hours on one processor. We achieve high-quality indirect illumination at 10-20 frames per second for complex scenes with over 2 million polygons, with diffuse and glossy materials, and arbitrary direct lighting models (expressed using shaders). We compute per-pixel indirect illumination without the need of irradiance caching or other subsampling techniques.

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    Published In

    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 25, Issue 3
    July 2006
    742 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/1141911
    Issue’s Table of Contents
    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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    Publication History

    Published: 01 July 2006
    Published in TOG Volume 25, Issue 3

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    Author Tags

    1. indirect illumination
    2. precomputed radiance transfer
    3. real-time rendering
    4. relighting

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    • (2019)Deep‐learning the Latent Space of Light TransportComputer Graphics Forum10.1111/cgf.1378338:4(207-217)Online publication date: 30-Jul-2019
    • (2019)Depth Learning Method of Many Light Rendering based on Matrix Row and Column Sampling2019 6th International Conference on Systems and Informatics (ICSAI)10.1109/ICSAI48974.2019.9010518(849-854)Online publication date: Nov-2019
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    • (2017)Real-time global illumination by precomputed local reconstruction from sparse radiance probesACM Transactions on Graphics10.1145/3130800.313085236:6(1-13)Online publication date: 20-Nov-2017
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