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dc.contributor.authorManson, Josiahen_US
dc.contributor.authorSloan, Peter-Pikeen_US
dc.contributor.editorElmar Eisemann and Eugene Fiumeen_US
dc.date.accessioned2016-06-17T14:10:40Z
dc.date.available2016-06-17T14:10:40Z
dc.date.issued2016en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12955en_US
dc.description.abstractGame and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time. Cubemap filtering has also become a bottleneck in the content processing pipeline. We have developed a two-pass filtering algorithm that is specialized for isotropic reflection kernels, is several times faster than existing algorithms, and produces superior results. The first pass uses a quadratic b-spline recurrence that is modified for cubemaps. The second pass uses lookup tables to determine optimal sampling in terms of placement, mipmap level, and coefficients. Filtering a full 128 2 cubemap on an NVIDIA GeForce GTX 980 takes between 160 μs and 730 μs with out method, depending on the desired quality.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleFast Filtering of Reflection Probesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersFaster Renderingen_US
dc.description.volume35en_US
dc.description.number4en_US
dc.identifier.doi10.1111/cgf.12955en_US
dc.identifier.pages119-127en_US


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  • 35-Issue 4
    Rendering 2016 - Symposium Proceedings

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