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We present a visual simulation technique called <i>appearance manifolds</i> for modeling the time-variant surface appearance of a material from data captured at a single instant in time. In modeling time-variant appearance, our method takes advantage of the key observation that concurrent variations in appearance over a surface represent different degrees(More)
This paper presents a new technique for real-time relighting of static scenes with all-frequency shadows from complex lighting and highly specular reflections from spatially varying BRDFs. The key idea is to depict the boundaries of visible regions using piecewise linear functions, and convert the shading computation into double product integrals-the(More)
This paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data sampling and interpolation on the GPU. We start with raytraced shading points and partition them into coherent(More)
In this paper, we introduce a new representation – radiance transfer fields (RTF) – for rendering interreflections in dynamic scenes under low frequency illumination. The RTF describes the radiance transferred by an individual object to its surrounding space as a function of the incident radiance. An important property of RTF is its independence of the(More)
(a) Conventional shadow maps (b) Alias-free shadow maps, 49 FPS (c) Our method at 32× antialising, 41 FPS Figure 1: Shadows comparison with image resolution at 800×600. Abstract Solving aliasing artifacts is an essential problem in shadow mapping approaches. Many works have been proposed , however, most of them focused on removing the texel-level aliasing(More)
Shadow maps sample scene visibility in the light source space and offer an efficient solution to generate hard shadows. However, they suffer from aliasing artifacts because of discretization errors, inadequate resolution and projection distortion. In this paper, we propose the shadow geometry map method, where a shadow depth map is augmented by storing(More)
Fast rendering of dynamic scenes with natural illumination, all-frequency shadows and spatially-varying reflections is important but challenging. One main difficulty brought by moving objects is that the runtime visibility update of dynamic occlusion is usually time-consuming and slow. In this paper, we present a new visibility sampling technique and show(More)
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