Fullsphere Irradiance Factorization for Real-Time All-Frequency Illumination for Dynamic Scenes
Abstract
Computation of illumination with soft-shadows from all-frequency environment maps, is a computationally expensive process. Use of pre-computation add the limitation that receiver s geometry must be known in advance, since Irradiance computation takes into account the receiver s normal direction. We propose a method that using a new notion that we introduce, the Fullsphere Irradiance, allows us to accumulate the contribution from all light sources in the scene, on a possible receiver without knowing the receiver s geometry. This expensive computation is done in a pre-processing step. The pre-computed value is used at run time to compute the Irradiance arriving at any receiver with known direction. We show how using this technique we compute soft-shadows and self-shadows in real-time from all-frequency environments, with only modest memory requirements. A GPU implementation of the method, yields high frame rates even for complex scenes with dozens of dynamic occluders and receivers.
BibTeX
@article {10.1111:j.1467-8659.2010.01818.x,
journal = {Computer Graphics Forum},
title = {{Fullsphere Irradiance Factorization for Real-Time All-Frequency Illumination for Dynamic Scenes}},
author = {Michael, D. and Chrysanthou, Y.},
year = {2010},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2010.01818.x}
}
journal = {Computer Graphics Forum},
title = {{Fullsphere Irradiance Factorization for Real-Time All-Frequency Illumination for Dynamic Scenes}},
author = {Michael, D. and Chrysanthou, Y.},
year = {2010},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2010.01818.x}
}