Practical global illumination with irradiance caching
Irradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably f...
Main Author: | |
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Other Authors: | |
Format: | Electronic |
Language: | English |
Published: |
San Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) :
Morgan & Claypool Publishers,
c2009.
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Series: | Synthesis lectures on computer graphics and animation (Online),
# 10. |
Subjects: | |
Online Access: | Abstract with links to full text |
Table of Contents:
- Introduction to ray tracing and global illumination
- Basic radiometric quantities
- Rendering goal: find radiance
- Ray tracing
- Shading, reflectance, and the BRDF
- Direct and indirect illumination
- Direct illumination
- Indirect illumination
- Illumination integral and rendering equation
- Illumination integral
- Lambertian reflection
- Rendering equation
- Irradiance caching core
- Indirect irradiance calculation
- Irradiance gradients
- Irradiance caching algorithm
- Interpolation
- Distance to surfaces, Ri
- Creating an irradiance record: summary
- Data structure
- Single-reference octree
- Multiple-reference octree
- Last query reuse
- Irradiance caching summary
- Practical rendering with irradiance caching
- Single-pass vs. two-pass image rendering
- Scanline order
- Hierarchical refinement and best candidate pattern
- Two-pass rendering
- Handling complexity
- Ray tracing simplified geometry
- Bump mapping
- Displacement mapping
- Fur, hair & grass
- Motion blur
- Ambient occlusion caching
- Irradiance caching in a complete global illumination solution
- Path grammar
- Illumination components
- Smooth diffuse indirect illumination
- Ideal specular reflection
- Direct illumination
- Glossy indirect illumination
- Recursion
- Multiple indirect bounces using path tracing
- Multiple indirect bounces using recursive irradiance caching
- Multiple indirect bounces using photon mapping
- Irradiance caching on graphics hardware
- Irradiance splatting
- Cache miss detection
- GPU-based record generation
- Hemisphere sampling on the GPU
- Irradiance computation
- Irradiance gradient computation
- Global illumination rendering
- Results
- High quality rendering
- Interactive global illumination
- Conclusion
- Temporal irradiance caching
- Overview of temporal irradiance caching
- Temporal weighting function
- Temporal gradients
- Estimating future irradiance E [t0 +1]
- GPU implementation
- Results
- Conclusion
- A: mathematical foundations
- A.1: (Hemi)spheres: care and feeding
- A.1.1: spherical coordinates
- A.1.2: direction
- A.1.3: solid angle
- A.1.4: differential solid angle
- A.1.5: spherical integration
- A.2: continuous random variables in a nutshell
- A.2.1: random variables and probability density functions
- A.2.2: expected value and variance
- A.3: Monte Carlo integration in a nutshell
- A.3.1: Monte Carlo estimators
- A.3.2: importance sampling: a variance reduction technique
- B: derivation of gradient formulas
- B.1: rotation gradient derivation
- B.2: translation gradient derivation
- C: split-sphere model
- D: annotated references
- D.1: primary sources
- D.2: further reading on irradiance caching
- D.3: background on global illumination.