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dc.contributor.authorLindsay, Clifforden_US
dc.contributor.authorAgu, Emmanuelen_US
dc.contributor.editorJohn Dingliana and Fabio Ganovellien_US
dc.date.accessioned2015-07-19T16:45:42Z
dc.date.available2015-07-19T16:45:42Z
dc.date.issued2005en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20051039en_US
dc.description.abstractRendering of objects that exhibit iridescence has previously been limited to simple lighting conditions generated from a few point or directional lights. We extend this idea by modeling light interference as a Bidirectional Re- flectance Distribution Function (BRDF) and precomputing the physically based surface response to hemisphere lighting in terms of a low order spherical harmonic basis. Parameterizing by view direction, we can store the light interference effect in a 2D texture map, where each entry contains a vector of spherical harmonic basis function coefficients. Our technique achieves a full spectral representation of interference color by maintaining the spherical harmonic basis in terms of Spectral Power Distribution (SPD) instead of a color-based format such as RGB. In addition, we demonstrate that our approach is amenable to current graphics hardware and can render at real-time frame rates.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleSpherical Harmonic Lighting of Wavelength-Dependent Phenomenaen_US
dc.description.seriesinformationEG Short Presentationsen_US
dc.description.sectionheadersReal-Time Renderingen_US
dc.identifier.doi10.2312/egs.20051039en_US
dc.identifier.pages121-124en_US


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