Scene independent real-time indirect illumination |
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Abstract | A novel method for real-time simulation of indirect illumination is
presented in this paper. The method, which we call Direct Radiance
Mapping (DRM), is based on basal radiance calculations and does not
impose any restrictions on scene geometry or dynamics. This makes
the method tractable for real-time rendering of arbitrary dynamic
environments and for interactive preview of feature animations.
Through DRM we simulate two diffuse reflections of light, but can
also, in combination with traditional real-time methods for specular
reflections, simulate more complex light paths. DRM is a GPU-based
method, which can draw further advantages from upcoming GPU
functionalities. The method has been tested for moderately sized
scenes with close to real-time frame rates and it scales with
interactive frame rates for more complex scenes. |
Keywords | direct radiance mapping, global illumination, hardware acceleration, programable graphics hardware, real-time rendering |
Type | Conference paper [With referee] |
Conference | Proceedings of Computer Graphics International 2005 |
Editors | Baining Guo, Hanspeter Pfister, and Dimitris Samaras |
Year | 2005 Month June pp. 185-190+275 |
Publisher | IEEE Visualization and Graphics Technical Committee |
ISBN / ISSN | 0780393309 |
Electronic version(s) | [pdf] |
BibTeX data | [bibtex] |
IMM Group(s) | Image Analysis & Computer Graphics |