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Image-based illumination on the GPU

Wybrane pełne teksty z tego czasopisma
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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
In many computer graphics applications it is desirable to augment virtual objects with high dynamic range images representing the real environment. In order to provide an illusion that virtual objects are part of the real scene, illumination of the environment should be taken into account when rendering them. Proper calculation of the illumination from an environment map may be extremely expensive if we wish to account for occlusion, self shadowing and specular materials. In this paper we present a method that performs all the calculations on a per-frame basis, and is already real-time on non-cutting-edge hardware.
Słowa kluczowe
EN
HDRI   shadow   GPU   reflection  
Rocznik
Strony
159--169
Opis fizyczny
Bibliogr. 11 poz., il., wykr.
Twórcy
autor
  • Department of Control Engineering and Information Technology, Budapest University of Technology and Economics, Budapest, Magyar Tudósok krt. 2, H-1117, Hungary
  • Department of Control Engineering and Information Technology, Budapest University of Technology and Economics, Budapest, Magyar Tudósok krt. 2, H-1117, Hungary
autor
  • Department of Control Engineering and Information Technology, Budapest University of Technology and Economics, Budapest, Magyar Tudósok krt. 2, H-1117, Hungary
Bibliografia
  • [1] Blinn J. F., Newell M. E.: Texture and reflection in Computer generated images. Communications of the ACM , 19(10), 542-547, 1976.
  • [2] Williams L.: Casting curved shadows on curved surfaces. Computer Graphics (SIGGRAPH’78 Proceedings), 270-274, 1978.
  • [3] Lloyd S.: Least square quantization in PCM. IEEE Trans. on Information Theory, 28, 129-137, 1982.
  • [4] Greene N.: Environment mapping and other applications of world projections. IEEE Computer Graphics and Applications, 6(11), 21-29, 1984.
  • [5] Reinhard E., Tijssen L. U., Jansen W.: Environment mapping for efficient sampling of the diffuse interreflection. Photorealistic Rendering Techniques, 410-422. Springer, 1994.
  • [6] Debevec P.: Rendering synthetic objects into real scenes: Bridging traditional and image-based graphics with global illumination and high dynamic range photography. SIGGRAPH’98, 189-198, 1998.
  • [7] Wilkie A.: Photon Tracing for Complex Environments. PhD thesis, Institute of Computer Graphics, Vienna University of Technology, 2001.
  • [8] Kollig T., Keller A.: Efficient illumination by high dynamic range images. Eurographics Symposium on Rendering, 45-51, 2003.
  • [9] Mei Ch., Shi J., Wu F.: Rendering with spherical radiance transport maps. Computer Graphics Forum (Eurographics 04), 23(3):, 281-290, 2004.
  • [10] Ostromoukhov V., Donohue C., Jodoin P-M.: Fast hierarchical importance sampling with blue noise properties. Proc. SIGGRAPH 2004, 2004.
  • [11] Szécsi L., Sbert M., Szirmay-Kalos L.: Combined correlated and importance sampling in direct light source computation and environment mapping. Computer Graphics Forum (Eurographics 04), 23(3), 585-604, 2004.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-article-BWA1-0011-0010
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