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Improved Computation of Attenuated Light with Application in Scenes with Many Light Sources

Published: 01 May 2013 Publication History

Abstract

This paper presents and investigates methods for fast and accurate illumination of scenes containing many light sources that have limited spatial influence, e.g. point light sources. For speeding up the computation, current graphics applications use an assumption that the light sources range can be limited using bounding spheres due to their limited spatial influence and illumination is computed only if a surface lies within the sphere. Therefore, we explore the differences in illumination between scenes illuminated with spatially limited light sources and physically more correct computation where the light radius is infinite. We show that the difference can be small if we add appropriate ambient lighting. The contribution of the paper is the method for fast estimation of ambient lighting in scenes illuminated by numerous light sources. We also propose a method for elimination of color discontinuities at the edges of the bounding spheres. Our solution is tested on two different scenes: a procedurally generated city and the Sibenik cathedral. Our approach allows for correct lighting computation in scenes with numerous light sources without any modification of the scene graph or other data structures or rendering procedures. It thus can be applied in various systems without any structural modifications.

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  1. Improved Computation of Attenuated Light with Application in Scenes with Many Light Sources

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      cover image ACM Other conferences
      SCCG '13: Proceedings of the 29th Spring Conference on Computer Graphics
      May 2013
      157 pages
      ISBN:9781450324809
      DOI:10.1145/2508244
      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: 01 May 2013

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      Author Tags

      1. Phong lighting model
      2. Real-time rendering
      3. ambient term
      4. many light sources

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      SCCG '13
      SCCG '13: Spring Conference on Computer Graphics
      May 1 - 3, 2013
      Smolenice, Slovakia

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      Overall Acceptance Rate 67 of 115 submissions, 58%

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