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Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments

Published: 01 July 2002 Publication History

Abstract

We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the object's surface representing transfer of arbitrary, low-frequency incident lighting into transferred radiance which includes global effects like shadows and interreflections from the object onto itself. At run-time, these transfer functions are applied to actual incident lighting. Dynamic, local lighting is handled by sampling it close to the object every frame; the object can also be rigidly rotated with respect to the lighting and vice versa. Lighting and transfer functions are represented using low-order spherical harmonics. This avoids aliasing and evaluates efficiently on graphics hardware by reducing the shading integral to a dot product of 9 to 25 element vectors for diffuse receivers. Glossy objects are handled using matrices rather than vectors. We further introduce functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space. These allow soft shadows and caustics from rigidly moving objects to be cast onto arbitrary, dynamic receivers. We demonstrate real-time global lighting effects with this approach.

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  1. Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments

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      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 21, Issue 3
      July 2002
      548 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/566654
      Issue’s Table of Contents
      • cover image ACM Overlay Books
        Seminal Graphics Papers: Pushing the Boundaries, Volume 2
        August 2023
        893 pages
        ISBN:9798400708978
        DOI:10.1145/3596711
        • Editor:
        • Mary C. Whitton
      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 2002
      Published in TOG Volume 21, Issue 3

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      Author Tags

      1. Monte Carlo techniques
      2. graphics hardware
      3. illumination
      4. rendering
      5. shadow algorithms

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