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dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.authorGrosch, Thorstenen_US
dc.contributor.authorKautz, Janen_US
dc.contributor.authorMueller, Stefanen_US
dc.contributor.editorJan Kautz and Sumanta Pattanaiken_US
dc.date.accessioned2014-01-27T15:09:06Z
dc.date.available2014-01-27T15:09:06Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-52-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR07/061-072en_US
dc.description.abstractWe present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. Precomputing all visibility events, for instance in the form of many shadow maps, enables fast queries and allows for real-time computation of illumination but requires prohibitive amounts of storage. We propose a lossless compression scheme for visibility information based on shadow maps that efficiently exploits coherence. We demonstrate a Monte Carlo renderer for direct lighting using CSMs that runs entirely on graphics hardware. We support spatially varying BRDFs, normal maps, and environment maps all with high frequencies, spatial as well as angular. Multiple dynamic rigid objects can be combined in a scene. As opposed to precomputed radiance transfer techniques, that assume distant lighting, our method includes distant lighting as well as local area lights of arbitrary shape, varying intensity, or anisotropic light distribution that can freely vary over time.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [COMPUTER GRAPHICS]: Three-Dimensional Graphics and Realism; I.3.3 [COMPUTER GRAPHICS]: Color, Shading, Shadowing and Textureen_US
dc.titleInteractive Illumination with Coherent Shadow Mapsen_US
dc.description.seriesinformationRendering Techniquesen_US


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