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Indirect diffuse and glossy illumination on the GPU

Published: 20 April 2006 Publication History

Abstract

This paper presents a fast approximation method to obtain the indirect diffuse or glossy reflection on a dynamic object, caused by a diffuse or a moderately glossy environment. Instead of tracing rays to find the incoming illumination, we look up the indirect illumination from a cube map rendered from the reference point that is in the vicinity of the object. However, to cope with the difference between the incoming illumination of the reference point and of the shaded points, we apply a correction that uses geometric information also stored in cube map texels. This geometric information is the distance between the reference point and the surface visible from a cube map texel. The method computes indirect illumination although approximately, but providing very pleasing visual quality. The method suits very well to the GPU architecture, and can render these effects interactively. The primary application area of the proposed method is the introduction of diffuse and specular inter-reflections in games.

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Cited By

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  • (2013)Updated GameTools: Libraries for Easier Advanced Graphics in Serious GamingSimulations, Serious Games and Their Applications10.1007/978-981-4560-32-0_12(183-205)Online publication date: 8-Nov-2013
  • (2008)GPU-Based Techniques for Global Illumination EffectsSynthesis Lectures on Computer Graphics and Animation10.2200/S00107ED1V01Y200801CGR0042:1(1-275)Online publication date: Jan-2008
  • (2008)Partial, multi-scale precomputed radiance transferProceedings of the 24th Spring Conference on Computer Graphics10.1145/1921264.1921282(75-82)Online publication date: 21-Apr-2008

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cover image ACM Other conferences
SCCG '06: Proceedings of the 22nd Spring Conference on Computer Graphics
April 2006
200 pages
ISBN:9781450328296
DOI:10.1145/2602161
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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  • Comenius University: Comenius University

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 April 2006

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SCCG06
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  • Comenius University
SCCG06: Spring Conference on Computer Graphics
April 20 - 22, 2006
Casta-Papiernicka, Slovakia

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SCCG '06 Paper Acceptance Rate 22 of 39 submissions, 56%;
Overall Acceptance Rate 42 of 81 submissions, 52%

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Cited By

View all
  • (2013)Updated GameTools: Libraries for Easier Advanced Graphics in Serious GamingSimulations, Serious Games and Their Applications10.1007/978-981-4560-32-0_12(183-205)Online publication date: 8-Nov-2013
  • (2008)GPU-Based Techniques for Global Illumination EffectsSynthesis Lectures on Computer Graphics and Animation10.2200/S00107ED1V01Y200801CGR0042:1(1-275)Online publication date: Jan-2008
  • (2008)Partial, multi-scale precomputed radiance transferProceedings of the 24th Spring Conference on Computer Graphics10.1145/1921264.1921282(75-82)Online publication date: 21-Apr-2008

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