Fullsphere irradiance factorization for real‐time all‐frequency illumination for dynamic scenes
Journal
Computer Graphics Forum
Date Issued
December 2010
DOI
10.1111/j.1467-8659.2010.01818.x
Abstract
Computation of illumination with soft-shadows from all-frequency environment maps, is a computationally expen-sive process. Use of pre-computation add the limitation that receiver’s geometry must be known in advance, sinceIrradiance computation takes into account the receiver’s normal direction. We propose a method that using a newnotion that we introduce, the Fullsphere Irradiance, allows us to accumulate the contribution from all light sourcesin the scene, on a possible receiver without knowing the receiver’s geometry. This expensive computation is donein a pre-processing step. The pre-computed value is used at run time to compute the Irradiance arriving at anyreceiver with known direction. We show how using this technique we compute soft-shadows and self-shadows inreal-time from all-frequency environments, with only modest memory requirements. A GPU implementation of themethod, yields high frame rates even for complex scenes with dozens of dynamic occluders and receivers.
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