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Virtual spherical lights for many-light rendering of glossy scenes

Published: 01 December 2009 Publication History

Abstract

In this paper, we aim to lift the accuracy limitations of many-light algorithms by introducing a new light type, the virtual spherical light (VSL). The illumination contribution of a VSL is computed over a non-zero solid angle, thus eliminating the illumination spikes that virtual point lights used in traditional many-light methods are notorious for. The VSL enables application of many-light approaches in scenes with glossy materials and complex illumination that could previously be rendered only by much slower algorithms. By combining VSLs with the matrix row-column sampling algorithm, we achieve high-quality images in one to four minutes, even in scenes where path tracing or photon mapping take hours to converge.

Supplementary Material

Supplemental material. (143-hasan.zip)
These are the HDR versions of the results in the paper, in EXR format. The files should have self-explanatory names. The files *.vsl.exr, *.vpl.exr and *.pt.exr show indirect-only illumination computed using VSLs, VPLs and path tracing, while *.fullvsl.exr, *.fullvpl.exr and *.fullpt.exr have direct illumination added to them. Direct illumination is in *.direct.exr. Additional images shown in Figure 2 and 3 of the paper can also be found here.

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    cover image ACM Conferences
    SIGGRAPH Asia '09: ACM SIGGRAPH Asia 2009 papers
    December 2009
    669 pages
    ISBN:9781605588582
    DOI:10.1145/1661412
    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 December 2009

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    Author Tags

    1. global illumination
    2. glossy BRDF
    3. many lights

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    SA09
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    SA09: SIGGRAPH ASIA 2009
    December 16 - 19, 2009
    Yokohama, Japan

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    SIGGRAPH Asia '09 Paper Acceptance Rate 70 of 275 submissions, 25%;
    Overall Acceptance Rate 178 of 869 submissions, 20%

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    • (2021)Stochastic Lightcuts for Sampling Many LightsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.300127127:10(4049-4059)Online publication date: 1-Oct-2021
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    • (2020)Screen-space VPL propagation for real-time indirect lighting2020 33rd SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI)10.1109/SIBGRAPI51738.2020.00015(46-53)Online publication date: Nov-2020
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    • (2019)Incrementally baked global illuminationProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3306131.3317015(1-10)Online publication date: 21-May-2019
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