2007
DOI: 10.1145/1239451.1239476
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The lightspeed automatic interactive lighting preview system

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Cited by 10 publications
(16 citation statements)
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“…Decoupled sampling has the advantage over micropolygon shading that it only computes shading after precise visibility, reducing overshade in complex scenes with opaque surfaces. (Though micropolygon renderers perform conservative culling before shading, studies of real scenes have shown significant over-shading of non-visible points in RenderMan [Ragan-Kelley et al 2007]. ) Decoupled sampling also allows decoupled shading and visibility sampling with larger-thansub-pixel polygons, saving geometry processing overhead where possible.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Decoupled sampling has the advantage over micropolygon shading that it only computes shading after precise visibility, reducing overshade in complex scenes with opaque surfaces. (Though micropolygon renderers perform conservative culling before shading, studies of real scenes have shown significant over-shading of non-visible points in RenderMan [Ragan-Kelley et al 2007]. ) Decoupled sampling also allows decoupled shading and visibility sampling with larger-thansub-pixel polygons, saving geometry processing overhead where possible.…”
Section: Discussionmentioning
confidence: 99%
“…Lightspeed's indirect framebuffer eliminates overshading and enables interactive rendering of motion blur, defocus blur, and transparency for relighting by preprocessing Reyes' full visibility structure for a fixed scene and viewpoint [Ragan-Kelley et al 2007]. Shadermaps [Jones et al 2000] precompute time-and viewindependent parts of a shader to save computation over an entire animation.…”
Section: Decoupled Shading and Reusementioning
confidence: 99%
“…Lightspeed decouples visibility samples from geometry samples (G-buffer) with an indirect frame-buffer which densely encodes variable-rate visibility information, enabling faster shading [Ragan-Kelley et al 2007]. Initially developed for incremental relighting applications this method can be implemented in real-time on modern GPUs but it cannot alleviate MSAA memory requirements.…”
Section: Related Workmentioning
confidence: 99%
“…The LightSpeed architecture for cinematic relighting [Ragan-Kelley et al 2007] uses an indirect framebuffer for decoupling shading samples from pixels together with a deepframebuffer to handle antialiasing, motion blur and transparency efficiently; cache compression is reduced to deep-framebuffers. In the same spirit, Hoberock et al [2009] propose compaction of Gbuffers for heterogeneous shader execution.…”
Section: Introductionmentioning
confidence: 99%