ACM SIGGRAPH 2006 Sketches on - SIGGRAPH '06 2006
DOI: 10.1145/1179849.1180065
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Precomputed radiance transfer for dynamic scenes with diffuse interreflection

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Cited by 18 publications
(19 citation statements)
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“…During the execution, the indirect lighting can be evaluated by applying the pre-computed coefficients to the SH basis function, which can be done pretty fast, if the order of the basis function stays low. Iwasaki [8] and Wang [9] showed that this approach also works for dynamic rigid body motion and deformable bodies, but the pre-computations on the scene were not avoided and thus PRT cannot be applied instantly to a scene captured from an RGB-D sensor.…”
Section: Related Workmentioning
confidence: 99%
“…During the execution, the indirect lighting can be evaluated by applying the pre-computed coefficients to the SH basis function, which can be done pretty fast, if the order of the basis function stays low. Iwasaki [8] and Wang [9] showed that this approach also works for dynamic rigid body motion and deformable bodies, but the pre-computations on the scene were not avoided and thus PRT cannot be applied instantly to a scene captured from an RGB-D sensor.…”
Section: Related Workmentioning
confidence: 99%
“…Precomputed and low-frequency radiance transfer Many techniques for real-time GI precompute the light transport including all visibility information which entails restrictions such as static [Sloan et al 2002] or semi-static scenes [Iwasaki et al 2007]. Hašan et al [2007] approximate GI by many point lights and present a scalable GPU-technique for high-quality images targeting rendering times of few seconds.…”
Section: Previous Workmentioning
confidence: 99%
“…Instant radiosity techniques [Keller 1997] dynamically inject virtual point lights (VPL) to simulate diffuse bounced light [Dachsbacher and Stamminger 2005;Dachsbacher and Stamminger 2006;Ritschel et al 2008]. Examples of other approaches are screen-space radiosity ], multi-resolution height field sampling [Nowrouzezahrai and Snyder 2009], precomputed rigid reflectance fields [Iwasaki et al 2007], and real-time ray-tracing [Parker et al 1999]. Unfortunately, these techniques do not scale to large scenes, do not exploit coherence in light transport operators, or do not have performance characteristics suitable for the strict rendering budgets of modern game engines.…”
Section: Related Workmentioning
confidence: 99%