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dc.contributor.authorNichols, Gregen_US
dc.contributor.authorShopf, Jeremyen_US
dc.contributor.authorWyman, Chrisen_US
dc.date.accessioned2015-02-23T14:56:06Z
dc.date.available2015-02-23T14:56:06Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01491.xen_US
dc.description.abstractWe introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleHierarchical Image-Space Radiosity for Interactive Global Illuminationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01491.xen_US
dc.identifier.pages1141-1149en_US


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