Abstract
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 language | English |
|---|---|
| Title of host publication | Proceedings of Computer Graphics International 2005 |
| Publisher | IEEE Computer Society Press |
| Publication date | 2005 |
| DOIs | |
| Publication status | Published - 2005 |
| Event | Computer Graphics International 2005 - Stony Brook, United States Duration: 22 Jun 2005 → 24 Jun 2005 |
Conference
| Conference | Computer Graphics International 2005 |
|---|---|
| Country/Territory | United States |
| City | Stony Brook |
| Period | 22/06/2005 → 24/06/2005 |
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 IEEEKeywords
- direct radiance mapping
- hardware acceleration
- programable graphics hardware
- real-time rendering
- global illumination
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