2015
DOI: 10.1145/2816795.2818120
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A matrix sampling-and-recovery approach for many-lights rendering

Abstract: Instead of computing on a large number of virtual point lights (VPLs), scalable many-lights rendering methods effectively simulate various illumination effects only using hundreds or thousands of representative VPLs. However, gathering illuminations from these representative VPLs, especially computing the visibility, is still a tedious and time-consuming task. In this paper, we propose a new matrix sampling-and-recovery scheme to efficiently gather illuminations by only sampling a small number of visibilities … Show more

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Cited by 33 publications
(18 citation statements)
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“…[HPB07] formulate the many‐light problem as a matrix sampling problem and suggests sampling a small number of rows and columns from the original, large matrix of light‐pixel pairs. Some improvements have been achieved by using the matrix slicing and sparse matrix sampling method [OP11, HWJ*15]. Nabata et al .…”
Section: Related Workmentioning
confidence: 99%
“…[HPB07] formulate the many‐light problem as a matrix sampling problem and suggests sampling a small number of rows and columns from the original, large matrix of light‐pixel pairs. Some improvements have been achieved by using the matrix slicing and sparse matrix sampling method [OP11, HWJ*15]. Nabata et al .…”
Section: Related Workmentioning
confidence: 99%
“…Wu and Chuang [12] proposed the VisibilityCluster algorithm, which approximates the visibilities between each cluster of VPLs and those of the shading points by estimating the averaged visibility. Huo et al [4] proposed a matrix samplingand-recovery method to efficiently gather contributions from the VPLs by sampling a small number of them. Although these methods can significantly accelerate many-light rendering, the results rely on user-specified parameters, and finding the optimal parameter values remains a challenging task.…”
Section: Scalable Vpl Renderingmentioning
confidence: 99%
“…In many-light rendering, the incident radiance at a point to be shaded (the shading point) is calculated using VPLs. Because the number of VPLs used is generally quite large, previous methods [2][3][4] have clustered VPLs to streamline the computation. These methods, however, cannot control the errors produced by clustering, resulting in noise in the rendered images.…”
Section: Introductionmentioning
confidence: 99%
“…Wang et al [352] introduced a compressed sensing method for separating noise and features from polygonal meshes. Hue et al [366] have used compressed sensing for addressing the many-lights problem in rendering. By taking a few measurements from the lighting matrix (that contains illumination information from virtual point lights to points in a scene), the authors show that a faithful recovery of the full matrix is possible.…”
Section: H a P T E R 6 Compressed Sensing In Graphics And Imagingmentioning
confidence: 99%