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ABSTRACT
This paper focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under all-frequency direct lighting such an environment maps. The basic difficulty is representation and computation in the 6D space of light direction, view direction, and surface position. While image-based and synthetic methods for real-time rendering have been proposed, they do not scale to high sampling rates with variation of both lighting and viewpoint. Current approaches are therefore limited to lower dimensionality (only lighting or viewpoint variation, not both) or lower sampling rates (low frequency lighting and materials). We propose a new mathematical and computational analysis of pre-computed light transport. We use factored forms, separately pre-computing and representing visibility and material properties. Rendering then requires computing triple product integrals at each vertex, involving the lighting, visibility and BRDF. Our main contribution is a general analysis of these triple product integrals, which are likely to have broad applicability in computer graphics and numerical analysis. We first determine the computational complexity in a number of bases like point samples, spherical harmonics and wavelets. We then give efficient linear and sublinear-time algorithms for Haar wavelets, incorporating non-linear wavelet approximation of lighting and BRDFs. Practically, we demonstrate rendering of images under new lighting and viewing conditions in a few seconds, significantly faster than previous techniques.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Wan-Chun Ma , Sung-Hsiang Chao , Yu-Ting Tseng , Yung-Yu Chuang , Chun-Fa Chang , Bing-Yu Chen , Ming Ouhyoung, Level-of-detail representation of bidirectional texture functions for real-time rendering, Proceedings of the 2005 symposium on Interactive 3D graphics and games, April 03-06, 2005, Washington, District of Columbia
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Zhong Ren , Rui Wang , John Snyder , Kun Zhou , Xinguo Liu , Bo Sun , Peter-Pike Sloan , Hujun Bao , Qunsheng Peng , Baining Guo, Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation, ACM Transactions on Graphics (TOG), v.25 n.3, July 2006
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Lifeng Wang , Wenle Wang , Julie Dorsey , Xu Yang , Baining Guo , Heung-Yeung Shum, Real-time rendering of plant leaves, ACM SIGGRAPH 2006 Courses, July 30-August 03, 2006, Boston, Massachusetts
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Ewen Cheslack-Postava , Nolan Goodnight , Ren Ng , Ravi Ramamoorthi , Greg Humphreys, 4D compression and relighting with high-resolution light transport matrices, Proceedings of the 2007 symposium on Interactive 3D graphics and games, April 30-May 02, 2007, Seattle, Washington
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Derek Nowrouzezahrai , Patricio Simari , Evangelos Kalogerakis , Karan Singh , Eugene Fiume, Compact and efficient generation of radiance transfer for dynamically articulated characters, Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, December 01-04, 2007, Perth, Australia
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Romain Pacanowski , Mickaël Raynaud , Xavier Granier , Patrick Reuter , Christophe Schlick , Pierre Poulin, Efficient streaming of 3D scenes with complex geometry and complex lighting, Proceedings of the 13th international symposium on 3D web technology, August 09-10, 2008, Los Angeles, California
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Tobias Ritschel , Thorsten Grosch , Jan Kautz , Hans-Peter Seidel, Interactive global illumination based on coherent surface shadow maps, Proceedings of graphics interface 2008, May 28-30, 2008, Windsor, Ontario, Canada
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