dc.contributor.author | Michael, D. | en_US |
dc.contributor.author | Chrysanthou, Y. | en_US |
dc.date.accessioned | 2015-02-23T09:47:14Z | |
dc.date.available | 2015-02-23T09:47:14Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2010.01818.x | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Fullsphere Irradiance Factorization for Real-Time All-Frequency Illumination for Dynamic Scenes | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 29 | en_US |
dc.description.number | 8 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2010.01818.x | en_US |
dc.identifier.pages | 2516-2529 | en_US |