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ABSTRACT
We present a new method for real-time rendering of objects with complex isotropic BRDFs under distant natural illumination, as specified by an environment map. Our approach is based on spherical frequency space analysis and includes three main contributions. Firstly, we are able to theoretically analyze required sampling rates and resolutions, which have traditionally been determined in an ad-hoc manner. We also introduce a new compact representation, which we call a spherical harmonic reflection map (SHRM), for efficient representation and rendering. Finally, we show how to rapidly prefilter the environment map to compute the SHRM---our frequency domain prefiltering algorithm is generally orders of magnitude faster than previous angular (spatial) domain approaches.
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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[doi> 10.1145/344779.344925]
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CITED BY 37
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Jessi Stumpfel , Chris Tchou , Andrew Jones , Tim Hawkins , Andreas Wenger , Paul Debevec, Direct HDR capture of the sun and sky, Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa, November 03-05, 2004, Stellenbosch, South Africa
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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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Jessi Stumpfel , Andrew Jones , Andreas Wenger , Chris Tchou , Tim Hawkins , Paul Debevec, Direct HDR capture of the sun and sky, ACM SIGGRAPH 2006 Courses, July 30-August 03, 2006, Boston, Massachusetts
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