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ABSTRACT
We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical information of the visible surfaces of an image. The geometric information is represented as collections of oriented points, and the optical information is represented as bi-directional reflection distribution functions, or BRDFs. The BRDFs are generated by procedurally defined surface texturing functions that spatially vary the surfaces' appearances.
The deep-framebuffer information is rendered using a multi-pass algorithm built on the OpenGL graphics pipeline. In order to handle both physically-correct as well as non-realistic reflection models used in the film industry, we factor the BRDF into independent components that map onto both the lighting and texturing units of the graphics hardware. A similar factorization is used to control the lighting distribution. Using these techniques, lighting calculations can be evaluated 2500 times faster than previous methods. This allows lighting changes to be rendered at rates of 20Hz in static environments that contain millions of objects of with dozens of unique procedurally defined surface properties and scores of lights.
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 12
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Jonathan Ragan-Kelley , Charlie Kilpatrick , Brian W. Smith , Doug Epps , Paul Green , Christophe Hery , Frédo Durand, The lightspeed automatic interactive lighting preview system, ACM Transactions on Graphics (TOG), v.26 n.3, July 2007
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
Additional Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.3
Picture/Image Generation
Subjects:
Display algorithms;
Bitmap and framebuffer operations
I.3.6
Methodology and Techniques
Subjects:
Interaction techniques
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Animation
General Terms:
Algorithms,
Design,
Human Factors,
Measurement,
Performance,
Theory
Keywords:
animation,
illumination,
image-based rendering,
optics,
rendering,
rendering hardware,
texture mapping
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