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ABSTRACT
Many researchers have been arguing that geometry, bump maps, and BRDFs present a hierarchy of detail that should be exploited for efficient rendering purposes. In practice however, this is often not possible due to inconsistencies in the illumination for these different levels of detail. For example, while bump map rendering often only considers direct illumination and no shadows, geometry-based rendering and BRDFs will mostly also respect shadowing effects, and in many cases even indirect illumination caused by scattered light.
In this paper, we present an approach for overcoming these inconsistencies. We introduce an inexpensive method for consistently illuminating height fields and bump maps, as well as simulating BRDFs based on precomputed visibility information. With this information we can achieve a consistent illumination across the levels of detail.
The method we propose offers significant performance benefits over existing algorithms for computing the light scattering in height fields and for computing a sampled BRDF representation using a virtual gonioreflectometer. The performance can be further improved by utilizing graphics hardware, which then also allows for interactive display.
Finally, our method also approximates the changes in illumination when the height field, bump map, or BRDF is applied to a surface with a different curvature.
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 19
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Lifeng Wang , Xi Wang , Xin Tong , Stephen Lin , Shimin Hu , Baining Guo , Heung-Yeung Shum, View-dependent displacement mapping, ACM Transactions on Graphics (TOG), v.22 n.3, July 2003
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Hendrik P. A. Lensch , Michael Goesele , Yung-Yu Chuang , Tim Hawkins , Steve Marschner , Wojciech Matusik , Gero Mueller, Realistic materials in computer graphics, ACM SIGGRAPH 2005 Courses, July 31-August 04, 2005, Los Angeles, California
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.1
Hardware architecture
Subjects:
Graphics processors
Additional Classification:
I.
Computing Methodologies
I.2
ARTIFICIAL INTELLIGENCE
I.2.10
Vision and Scene Understanding
Subjects:
Texture
I.3
COMPUTER GRAPHICS
I.3.3
Picture/Image Generation
Subjects:
Bitmap and framebuffer operations;
Display algorithms
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Color, shading, shadowing, and texture
I.4
IMAGE PROCESSING AND COMPUTER VISION
I.4.7
Feature Measurement
Subjects:
Texture
General Terms:
Algorithms,
Design,
Measurement,
Performance,
Theory
Keywords:
Monte Carlo techniques,
frame buffer tricks,
graphics hardware,
illuminatiion effects,
reflectance & shading models,
texture mapping
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