2006
DOI: 10.1145/1141911.1141998
|View full text |Cite
|
Sign up to set email alerts
|

Direct-to-indirect transfer for cinematic relighting

Abstract: This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and mu… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
82
0
3

Year Published

2007
2007
2016
2016

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 73 publications
(85 citation statements)
references
References 38 publications
0
82
0
3
Order By: Relevance
“…First, many fast techniques for acquiring the light transport of real scenes have been proposed in recent literature [Debevec et al 2000;Masselus et al 2003;Peers et al 2006]. Precomputed light transport is popular even for synthetic rendering [Sloan et al 2002;Ng et al 2003;Hasan et al 2006]. In essence, these methods directly measure the effects of interreflections under various lighting conditions.…”
Section: Motivationmentioning
confidence: 99%
See 1 more Smart Citation
“…First, many fast techniques for acquiring the light transport of real scenes have been proposed in recent literature [Debevec et al 2000;Masselus et al 2003;Peers et al 2006]. Precomputed light transport is popular even for synthetic rendering [Sloan et al 2002;Ng et al 2003;Hasan et al 2006]. In essence, these methods directly measure the effects of interreflections under various lighting conditions.…”
Section: Motivationmentioning
confidence: 99%
“…However, in our case, we do not see the light source or projector directly, but rather its effect on the scene or direct lighting (or equivalently "induced emission" l d ). Equation 1 is also the same formulation used in recent direct-to-indirect transfer methods for relighting of synthetic scenes [Hasan et al 2006]. …”
Section: Preliminariesmentioning
confidence: 99%
“…重光照技术一般有两种思路:把可选择的光照投影到基上以加速绘制,比如Dorsey [12,13] 和Dobashi [14] ;用图 像的像素存储几何信息,比如Saito [15] 的几何帧缓存,之后几何帧缓存被扩展为深度帧缓存 [16,17] ,而Hasan [10] 将这 类重光照的方法提高到实时的绘制速度.…”
Section: 离线的全局光照明算法有许多种:比如辐射度算法unclassified
“…In contrast, low-rank matrix approximations assume that high frequency projector lights are seldom present in the camera responses and acquire dense light transports from 3D target by using a system with custom optical apparatus [19]- [21]. For relighting with excellent presence that replicates real environments, we need to consider not only direct reflection light but also the global reflection light radiated from the entire environment because it yields key visual effects in real world scenes [8], [22], [23]. The former is caused by direct illumination from a point source, and the latter is caused by indirect illumination due to other points in a scene, e.g.…”
Section: Introductionmentioning
confidence: 99%