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ABSTRACT
Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing low-frequency visibility of blockers in the spherical harmonic basis. Blocking geometry is modeled as a set of spheres; relatively few spheres capture the low-frequency blocking effect of complicated geometry. At each receiver point, we compute the product of visibility vectors for these blocker spheres as seen from the point. Instead of computing an expensive SH product per blocker as in previous work, we perform inexpensive vector sums to accumulate the log of blocker visibility. SH exponentiation then yields the product visibility vector over all blockers. We show how the SH exponentiation required can be approximated accurately and efficiently for low-order SH, accelerating previous CPU-based methods by a factor of 10 or more, depending on blocker complexity, and allowing real-time GPU implementation.
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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CITED BY 13
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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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Thomas Annen , Zhao Dong , Tom Mertens , Philippe Bekaert , Hans-Peter Seidel , Jan Kautz, Real-time, all-frequency shadows in dynamic scenes, ACM Transactions on Graphics (TOG), v.27 n.3, August 2008
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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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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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Gregory S. Johnson , Warren A. Hunt , Allen Hux , William R. Mark , Christopher A. Burns , Stephen Junkins, Soft irregular shadow mapping: fast, high-quality, and robust soft shadows, Proceedings of the 2009 symposium on Interactive 3D graphics and games, February 27-March 01, 2009, Boston, Massachusetts
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.5
Computational Geometry and Object Modeling
Subjects:
Geometric algorithms, languages, and systems
Additional Classification:
I.
Computing Methodologies
I.2
ARTIFICIAL INTELLIGENCE
I.2.10
Vision and Scene Understanding
Subjects:
Intensity, color, photometry, and thresholding
I.3
COMPUTER GRAPHICS
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Color, shading, shadowing, and texture
General Terms:
Algorithms,
Design
Keywords:
Volterra series,
ambient occlusion,
lighting environment
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