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Real-time shading with filtered importance sampling
Source International Conference on Computer Graphics and Interactive Techniques archive
ACM SIGGRAPH 2007 sketches table of contents
San Diego, California
SESSION: Let there be light table of contents
Article No. 71  
Year of Publication: 2007
Authors
Mark Colbert  University of Central Florida
Jaroslav Křivánek  Czech Technical University in Prague
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Correct perception of materials requires complex, natural illumination [Fleming et al. 2003]. Thus for material or lighting design applications, realistic, interactive rendering of objects with arbitrary materials under natural illumination is essential. We present a simple and efficient technique for real-time, image-based lighting of objects with spatially-varying, glossy materials. The key to our algorithm is combining BRDF-proportional importance sampling with environment map filtering to attain computationally efficient rendering amenable to the GPU.


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.

 
1
Fleming, R. W., Dror, R. O., and Adelson, E. H. 2003. Real-world illumination and the perception of surface reflectance properties. Journal of Vision 3 (July), 347--368.
 
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Collaborative Colleagues:
Mark Colbert: colleagues
Jaroslav Křivánek: colleagues