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Matrix radiance transfer

Published: 27 April 2003 Publication History
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  • Abstract

    Precomputed Radiance Transfer allows interactive rendering of objects illuminated by low-frequency environment maps, including self-shadowing and interreflections. The expensive integration of incident lighting is partially precomputed and stored as matrices.Incorporating anisotropic, glossy BRDFs into precomputed radiance transfer has been previously shown to be possible, but none of the previous methods offer real-time performance. We propose a new method, matrix radiance transfer, which significantly speeds up exit radiance computation and allows anisotropic BRDFs. We generalize the previous radiance transfer methods to work with a matrix representation of the BRDF and optimize exit radiance computation by expressing the exit radiance in a new, directionally locally supported basis set instead of the spherical harmonics. To determine exit radiance, our method performs four dot products per vertex in contrast to previous methods, where a full matrix-vector multiply is required. Image quality can be controlled by adapting the number of basis functions. We compress our radiance transfer matrices through principal component analysis (PCA). We show that it is possible to render directly from the PCA representation, which also enables the user to trade interactively between quality and speed.

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    cover image ACM Conferences
    I3D '03: Proceedings of the 2003 symposium on Interactive 3D graphics
    April 2003
    249 pages
    ISBN:1581136455
    DOI:10.1145/641480
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 27 April 2003

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    Author Tags

    1. orthogonal projection
    2. reflectance & shading models
    3. shading
    4. spherical harmonics

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    I3D03
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    I3D03: ACM Symposium on Interactive 3D Graphics
    April 27 - 30, 2003
    California, Monterey

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    I3D '03 Paper Acceptance Rate 27 of 102 submissions, 26%;
    Overall Acceptance Rate 148 of 485 submissions, 31%

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    • (2017)Fast rendering of fabric micro-appearance models under directional and spherical gaussian lightsACM Transactions on Graphics10.1145/3130800.313082936:6(1-15)Online publication date: 20-Nov-2017
    • (2017)Adaptive Illumination Spherical Harmonic Coefficients Based on Wavelet Importance Prior Probability2017 9th International Conference on Intelligent Human-Machine Systems and Cybernetics (IHMSC)10.1109/IHMSC.2017.166(233-238)Online publication date: Aug-2017
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    • (2012)The State of the Art in Interactive Global IlluminationComputer Graphics Forum10.1111/j.1467-8659.2012.02093.x31:1(160-188)Online publication date: 1-Feb-2012
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