Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination
Virtual point lights (VPLs) are well established for real‐time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high‐frequency textures, and discontinuous geometries. To avoid these artifacts, this paper i...
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| Published in | Computer graphics forum Vol. 34; no. 7; pp. 89 - 98 |
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| Main Author | |
| Format | Journal Article |
| Language | English |
| Published |
Oxford
Blackwell Publishing Ltd
01.10.2015
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| Subjects | |
| Online Access | Get full text |
| ISSN | 0167-7055 1467-8659 |
| DOI | 10.1111/cgf.12748 |
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| Abstract | Virtual point lights (VPLs) are well established for real‐time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high‐frequency textures, and discontinuous geometries. To avoid these artifacts, this paper introduces a virtual spherical Gaussian light (VSGL) which roughly represents a set of VPLs. For a VSGL, the total radiant intensity and positional distribution of VPLs are approximated using spherical Gaussians and a Gaussian distribution, respectively. Since this approximation can be computed using summations of VPL parameters, VSGLs can be dynamically generated using mipmapped reflective shadow maps. Our VSGL generation is simple and independent from any scene geometries. In addition, reflected radiance for a VSGL is calculated using an analytic formula. Hence, we are able to render one‐bounce glossy interreflections at real‐time frame rates with smaller artifacts. |
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| AbstractList | Virtual point lights (VPLs) are well established for real‐time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high‐frequency textures, and discontinuous geometries. To avoid these artifacts, this paper introduces a virtual spherical Gaussian light (VSGL) which roughly represents a set of VPLs. For a VSGL, the total radiant intensity and positional distribution of VPLs are approximated using spherical Gaussians and a Gaussian distribution, respectively. Since this approximation can be computed using summations of VPL parameters, VSGLs can be dynamically generated using mipmapped reflective shadow maps. Our VSGL generation is simple and independent from any scene geometries. In addition, reflected radiance for a VSGL is calculated using an analytic formula. Hence, we are able to render one‐bounce glossy interreflections at real‐time frame rates with smaller artifacts. |
| Author | Tokuyoshi, Yusuke |
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| CitedBy_id | crossref_primary_10_1111_cgf_13040 crossref_primary_10_1007_s41095_016_0063_3 crossref_primary_10_1111_cgf_14011 crossref_primary_10_1111_cgf_14564 crossref_primary_10_1145_3658203 crossref_primary_10_1111_cgf_13224 |
| Cites_doi | 10.1111/j.1467-8659.2012.03220.x 10.1111/j.1467-8659.2011.01998.x 10.1111/j.1467-8659.2011.02063.x 10.1111/j.1467-8659.2010.01726.x 10.1111/cgf.12585 10.1145/1073204.1073328 10.1145/1141911.1141981 10.1145/2070781.2024207 10.1145/1618452.1618489 10.1145/2366145.2366163 10.1111/cgf.12154 10.1111/cgf.12256 10.1145/2448196.2448210 10.1145/1618452.1618479 10.1145/2533687 10.1145/1111411.1111428 10.1145/1778765.1778849 10.1111/cgf.12302 10.1145/1053427.1053460 10.1111/j.1467-8659.2012.02093.x 10.1145/2508363.2508386 10.1145/1409060.1409082 10.1145/15886.15902 10.1111/j.1467-8659.2008.01252.x 10.1145/258734.258769 10.1080/2151237X.2005.10129203 10.1145/1073204.1073318 |
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| Copyright | 2015 The Author(s) Computer Graphics Forum © 2015 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2015 The Eurographics Association and John Wiley & Sons Ltd. |
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| References_xml | – reference: Laurijssen J., Wang R., Dutré P., Brown B.J.: Fast estimation and rendering of indirect highlights. Comput. Graph. Forum 29, 4 (2010), 1305-1313. 3 – reference: Crassin C., Neyret F., Sainz M., Green S., Eisemann E.: Interactive indirect illumination using voxel cone tracing. Comput. Graph. Forum 30, 7 (2011), 1921-1930. 3 – reference: Dachsbacher C., Křivánek I., Hašan M., Arbree A., Walter B., Novák J.: Scalable realistic rendering with many-light methods. Comput. Graph. Forum 33, 1 (2014), 88-104. 2 – reference: Simon F., Hanika J., Dachsbacher C.: Rich-VPLs for improving the versatility of many-light methods. Comput. Graph. Forum 34, 2 (2015), 575-584. 2 – reference: Tsai Y.-T., Shih Z.-C.: All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation. ACM Trans. Graph. 25, 3 (2006), 967-976. 2 – reference: Iwasaki K., Mizutani K., Dobashi Y., Nishita T.: Interactive cloth rendering of microcylinder appearance model under environment lighting. Comput. Graph. Forum 33, 2 (2014), 333-340. 3 – reference: Wang J., Ren P., Gong M., Snyder J., Guo B.: All-frequency rendering of dynamic, spatially-varying reflectance. ACM Trans. Graph. 28, 5 (2009), 133:1-133:10. 3, 4 – reference: Iwasaki K., Dobashi Y., Nishita T.: Interactive biscale editing of highly glossy materials. ACM Trans. Graph. 31, 6 (2012), 144:1-144:7. 3 – reference: Xu K., Ma L.-Q., Ren B., Wang R., Hu S.-M.: Interactive hair rendering and appearance editing under environment lighting. ACM Trans. Graph. 30, 6 (2011), 173:1-173:10. 3 – reference: Xu K., Sun W.-L., Dong Z., Zhao D.-Y., Wu R.-D., Hu S.-M.: Anisotropic spherical Gaussians. ACM Trans. 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Graph. 24, 3 (2005), 1166-1175. 6 – reference: Ritschel T., Grosch T., Kim M.H., Seidel H.-P., Dachsbacher C., Kautz J.: Imperfect shadow maps for efficient computation of indirect illumination. ACM Trans. Graph. 27, 5 (2008), 129:1-129:8. 2 – reference: Barák T. Bittner J., Havran V.: Temporally coherent adaptive sampling for imperfect shadow maps. Comput. Graph. Forum 32, 4 (2013), 87-96. 2, 9 – reference: Kajiya J.T.: The rendering equation. SIGGRAPH Comput. Graph. 20, 4 (1986), 143-150. 4 – volume: 31 start-page: 144:1 issue: 6 year: 2012 end-page: 144:7 article-title: Interactive biscale editing of highly glossy materials publication-title: ACM Trans. Graph – volume: 24 start-page: 1166 issue: 3 year: 2005 end-page: 1175 article-title: Wavelet importance sampling: Efficiently evaluating products of complex functions publication-title: ACM Trans. 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| SubjectTerms | and texture Approximation Categories and Subject Descriptors (according to ACM CCS) Computer science Gaussian Glossy I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Color, shading, shadowing, and texture Illumination Image processing systems Mathematical analysis Real time shading shadowing Studies Texture |
| Title | Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination |
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