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dc.contributor.authorChristensen, Per H.en_US
dc.contributor.authorBatali, Danaen_US
dc.contributor.editorAlexander Keller and Henrik Wann Jensenen_US
dc.date.accessioned2014-01-27T14:30:22Z
dc.date.available2014-01-27T14:30:22Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-12-6en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR04/133-141en_US
dc.description.abstractWe introduce a tiled 3D MIP map representation of global illumination data. The representation is an adaptive, sparse octree with a "brick" at each octree node; each brick consists of 8 <sup>3</sup> voxels with sparse irradiance values. The representation is designed to enable efficient caching. Combined with photon tracing and recent advances in distribution ray tracing of very complex scenes, the result is a method for efficient and flexible computation of global illumination in very complex scenes. The method can handle scenes with many more textures, geometry, and photons than could fit in memory. We show an example of a CG movie scene that has been retrofitted with global illumination shading using our method.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAn Irradiance Atlas for Global Illumination in Complex Production Scenesen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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