Scene independent real-time indirect illumination

Jeppe Revall Frisvad, Niels Jørgen Christensen, Peter Falster

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    A novel method for real-time simulation of indirect illumination is presented in this paper. The method, which we call Direct Radiance Mapping (DRM), is based on basal radiance calculations and does not impose any restrictions on scene geometry or dynamics. This makes the method tractable for real-time rendering of arbitrary dynamic environments and for interactive preview of feature animations. Through DRM we simulate two diffuse reflections of light, but can also, in combination with traditional real-time methods for specular reflections, simulate more complex light paths. DRM is a GPU-based method, which can draw further advantages from upcoming GPU functionalities. The method has been tested for moderately sized scenes with close to real-time frame rates and it scales with interactive frame rates for more complex scenes.
    Original languageEnglish
    Title of host publicationProceedings of Computer Graphics International 2005
    PublisherIEEE Computer Society Press
    Publication date2005
    Publication statusPublished - 2005
    EventProceedings of Computer Graphics International -
    Duration: 1 Jan 2005 → …


    ConferenceProceedings of Computer Graphics International
    Period01/01/2005 → …

    Bibliographical note

    Copyright: 2005 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE


    • direct radiance mapping
    • hardware acceleration
    • programable graphics hardware
    • real-time rendering
    • global illumination


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