DocumentCode :
1849564
Title :
Scene independent real-time indirect illumination
Author :
Frisvad, Jeppe Revall ; Frisvad, Rasmus Revall ; Christensen, Niels Jorgen ; Falster, P.
Author_Institution :
Informatics & Math. Modelling, Tech. Univ. Denmark, Lyngby, Denmark
fYear :
2005
fDate :
22-24 June 2005
Firstpage :
185
Lastpage :
190
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 :
brightness; computational geometry; computer animation; computer graphic equipment; digital simulation; interactive systems; lighting; real-time systems; rendering (computer graphics); GPU-based method; basal radiance calculations; direct radiance mapping; feature animations; interactive frame rates; programmable graphics hardware; real-time indirect illumination; real-time rendering; scene geometry; Electrostatic precipitators; Geometry; Interpolation; Layout; Light sources; Lighting; Low-frequency noise; Power harmonic filters; Rendering (computer graphics); Transfer functions;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Graphics International 2005
ISSN :
1530-1052
Print_ISBN :
0-7803-9330-9
Type :
conf
DOI :
10.1109/CGI.2005.1500412
Filename :
1500412
Link To Document :
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