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Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments (2002)

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by Peter-pike Sloan , Jan Kautz , John Snyder
Venue:ACM Transactions on Graphics
Citations:469 - 28 self
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BibTeX

@INPROCEEDINGS{Sloan02precomputedradiance,
    author = {Peter-pike Sloan and Jan Kautz and John Snyder},
    title = {Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments},
    booktitle = {ACM Transactions on Graphics},
    year = {2002},
    pages = {527--536}
}

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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.

Keyphrases

low-frequency lighting environment    radiance transfer    real-time rendering    glossy object    vice versa    real-time global lighting effect    actual incident    allow soft shadow    preprocessed object    real-time method    dynamic lighting environment    low-order spherical harmonic    local lighting    element vector    graphic hardware    diffuse receiver    transfer function    soft shadow    dynamic receiver    low-frequency incident    novel global transport simulator    global effect    dot product   

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