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dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.authorEisemann, Elmaren_US
dc.contributor.authorHa, Inwooen_US
dc.contributor.authorKim, James D. K.en_US
dc.contributor.authorSeidel, Hans‐Peteren_US
dc.contributor.editorEduard Groeller and Holly Rushmeieren_US
dc.date.accessioned2015-02-27T16:45:32Z
dc.date.available2015-02-27T16:45:32Z
dc.date.issued2011en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.01998.xen_US
dc.description.abstractWe propose an algorithm to compute interactive indirect illumination in dynamic scenes containing millions of triangles. It makes use of virtual point lights (VPL) to compute bounced illumination and a point‐based scene representation to query indirect visibility, similar to Imperfect Shadow Maps (ISM). To ensure a high fidelity of indirect light and shadows, our solution is made view‐adaptive by means of two orthogonal improvements: First, the VPL distribution is chosen to provide more detail, that is, more dense VPL sampling, where these contribute most to the current view. Second, the scene representation for indirect visibility is adapted to ensure geometric detail where it affects indirect shadows in the current view.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleMaking Imperfect Shadow Maps View‐Adaptive: High‐Quality Global Illumination in Large Dynamic Scenesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume30
dc.description.number8


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