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 inComputer graphics forum Vol. 34; no. 7; pp. 89 - 98
Main Author Tokuyoshi, Yusuke
Format Journal Article
LanguageEnglish
Published Oxford Blackwell Publishing Ltd 01.10.2015
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Online AccessGet full text
ISSN0167-7055
1467-8659
DOI10.1111/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.
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
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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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– 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
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Snippet Virtual point lights (VPLs) are well established for real‐time global illumination. However, this method suffers from spiky artifacts and flickering caused by...
Virtual point lights (VPLs) are well established for real-time global illumination. However, this method suffers from spiky artifacts and flickering caused by...
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StartPage 89
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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https://www.proquest.com/docview/1762117696
Volume 34
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