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Direct-to-indirect transfer for cinematic relighting

Published:01 July 2006Publication History
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This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and multiply with. We address this problem by representing the transform as a set of sparse matrices encoded in wavelet space. A hierarchical construction is used to impose a wavelet basis on the unstructured gather cloud, and an image-based approach is used to map the sparse matrix computations to the GPU. We precompute the transfer matrices using a hierarchical algorithm and a variation of photon mapping in less than three hours on one processor. We achieve high-quality indirect illumination at 10-20 frames per second for complex scenes with over 2 million polygons, with diffuse and glossy materials, and arbitrary direct lighting models (expressed using shaders). We compute per-pixel indirect illumination without the need of irradiance caching or other subsampling techniques.

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      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 25, Issue 3
      July 2006
      742 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/1141911
      Issue’s Table of Contents

      Copyright © 2006 ACM

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      Publication History

      • Published: 1 July 2006
      Published in tog Volume 25, Issue 3

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