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58
Triple Product Wavelet Integrals for All-Frequency Relighting
, 2004
"... This paper focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under allfrequency direct lighting such as environment maps. The basic difficulty is representation and computation in the 6D space of light direction, view direction, and surface po ..."
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Cited by 85 (9 self)
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This paper focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under allfrequency direct lighting such as environment maps. The basic difficulty is representation and computation in the 6D space of light direction, view direction, and surface position. While image-based and synthetic methods for real-time rendering have been proposed, they do not scale to high sampling rates with variation of both lighting and viewpoint. Current approaches are therefore limited to lower dimensionality (only lighting or viewpoint variation, not both) or lower sampling rates (low frequency lighting and materials) . We propose a new mathematical and computational analysis of pre-computed light transport. We use factored forms, separately pre-computing and representing visibility and material properties. Rendering then requires computing triple product integrals at each vertex, involving the lighting, visibility and BRDF. Our main contribution is a general analysis of these triple product integrals, which are likely to have broad applicability in computer graphics and numerical analysis. We first determine the computational complexity in a number of bases like point samples, spherical harmonics and wavelets. We then give efficient linear and sublinear-time algorithms for Haar wavelets, incorporating non-linear wavelet approximation of lighting and BRDFs. Practically, we demonstrate rendering of images under new lighting and viewing conditions in a few seconds, significantly faster than previous techniques.
Structured Importance Sampling of Environment Maps
, 2003
"... We introduce structured importance sampling, a new technique for efficiently rendering scenes illuminated by distant natural illumination given in an environment map. Our method handles occlusion, high-frequency lighting, and is significantly faster than alternative methods based on Monte Carlo samp ..."
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Cited by 68 (7 self)
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We introduce structured importance sampling, a new technique for efficiently rendering scenes illuminated by distant natural illumination given in an environment map. Our method handles occlusion, high-frequency lighting, and is significantly faster than alternative methods based on Monte Carlo sampling. We achieve this speedup as a result of several ideas. First, we present a new metric for stratifying and sampling an environment map taking into account both the illumination intensity as well as the expected variance due to occlusion within the scene. We then present a novel hierarchical stratification algorithm that uses our metric to automatically stratify the environment map into regular strata. This approach enables a number of rendering optimizations, such as pre-integrating the illumination within each stratum to eliminate noise at the cost of adding bias, and sorting the strata to reduce the number of sample rays. We have rendered several scenes illuminated by natural lighting, and our results indicate that structured importance sampling is better than the best previous Monte Carlo techniques, requiring one to two orders of magnitude fewer samples for the same image quality.
Shape and Materials by Example: A Photometric Stereo Approach
- IN PROC. IEEE CONF. COMPUTER VISION AND PATTERN RECOGNITION
, 2003
"... This paper presents a technique for computing the geometry of objects with general reflectance properties from images. For surfaces with varying material properties, a full segmentation into different material types is also computed. It is assumed that the camera viewpoint is fixed, but the illumina ..."
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Cited by 52 (3 self)
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This paper presents a technique for computing the geometry of objects with general reflectance properties from images. For surfaces with varying material properties, a full segmentation into different material types is also computed. It is assumed that the camera viewpoint is fixed, but the illumination varies over the input sequence. It is also assumed that one or more example objects with similar materials and known geometry are imaged under the same illumination conditions. Unlike most previous work in shape reconstruction, this technique can handle objects with arbitrary and spatially-varying BRDFs. Furthermore, the approach works for arbitrary distant and unknown lighting environments. Finally, almost no calibration is needed, making the approach exceptionally simple to apply.
A frequency analysis of light transport
, 2005
"... We present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatm ..."
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Cited by 49 (7 self)
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We present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatment of both space and angle. We show that occlusion, a multiplication in the primal, amounts in the Fourier domain to a convolution by the spectrum of the blocker. Propagation corresponds to a shear in the space-angle frequency domain, while reflection on curved objects performs a different shear along the angular frequency axis. As shown by previous work, reflection is a convolution in the primal and therefore a multiplication in the Fourier domain. Our work shows how the spatial components of lighting are affected by this angular convolution. Our framework predicts the characteristics of interactions such as caustics and the disappearance of the shadows of small features. Predictions on the frequency content can then be used to control sampling rates for rendering. Other potential applications include precomputed radiance transfer and inverse rendering.
Example-Based Photometric Stereo: Shape Reconstruction with General . . .
, 2005
"... This paper presents a technique for computing the geometry of objects with general reflectance properties from images. For surfaces ..."
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Cited by 48 (2 self)
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This paper presents a technique for computing the geometry of objects with general reflectance properties from images. For surfaces
Efficient Illumination by High Dynamic Range Images
, 2003
"... We present an algorithm for determining quadrature rules for computing the direct illumination of predominantly diffuse objects by high dynamic range images. The new method precisely reproduces fine shadow detail, is much more efficient as compared to Monte Carlo integration, and does not require an ..."
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Cited by 42 (0 self)
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We present an algorithm for determining quadrature rules for computing the direct illumination of predominantly diffuse objects by high dynamic range images. The new method precisely reproduces fine shadow detail, is much more efficient as compared to Monte Carlo integration, and does not require any manual intervention.
Matrix Radiance Transfer
, 2003
"... Precomputed Radiance Transfer allows interactive rendering of objects illuminated by low-frequency environment maps, including self-shadowing and interreflections. The expensive integration of incident lighting is partially precomputed and stored as matrices.Incorporating anisotropic, glossy BRDFs i ..."
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Cited by 38 (4 self)
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Precomputed Radiance Transfer allows interactive rendering of objects illuminated by low-frequency environment maps, including self-shadowing and interreflections. The expensive integration of incident lighting is partially precomputed and stored as matrices.Incorporating anisotropic, glossy BRDFs into precomputed radiance transfer has been previously shown to be possible, but none of the previous methods offer real-time performance. We propose a new method, matrix radiance transfer, which significantly speeds up exit radiance computation and allows anisotropic BRDFs. We generalize the previous radiance transfer methods to work with a matrix representation of the BRDF and optimize exit radiance computation by expressing the exit radiance in a new, directionally locally supported basis set instead of the spherical harmonics. To determine exit radiance, our method performs four dot products per vertex in contrast to previous methods, where a full matrix-vector multiply is required. Image quality can be controlled by adapting the number of basis functions. We compress our radiance transfer matrices through principal component analysis (PCA). We show that it is possible to render directly from the PCA representation, which also enables the user to trade interactively between quality and speed.
RAMAMOORTHI R.: Real-time brdf editing in complex lighting
- ACM TOG (Proc. of SIGGRAPH
, 2006
"... Figure 1. Editing Session. Our system was used to make real-time edits to all of the BRDFs in this scene, illuminated by 4,000 lights. The cloth and handles use measured BRDFs, and the other objects use various analytic models. Besides adjusting analytic parameters to make the teapot more anisotropi ..."
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Cited by 27 (3 self)
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Figure 1. Editing Session. Our system was used to make real-time edits to all of the BRDFs in this scene, illuminated by 4,000 lights. The cloth and handles use measured BRDFs, and the other objects use various analytic models. Besides adjusting analytic parameters to make the teapot more anisotropic, and the tray more specular, freehand edits of the measured materials were used to create novel BRDFs. A small number of fixed views show the user the viewdependent effects of their edits. Notice how the dark reflection of the teapot in (b) appears at a different location in each view, and that the detailed shadow of the handle is diminished. Details of similar edits are shown in Figures 2 and 6. Current systems for editing BRDFs typically allow users to adjust analytic parameters while visualizing the results in a simplified setting (e.g. unshadowed point light). This paper describes a realtime rendering system that enables interactive edits of BRDFs, as rendered in their final placement on objects in a static scene, lit by direct, complex illumination. All-frequency effects (ranging from near-mirror reflections and hard shadows to diffuse shading and soft shadows) are rendered using a precomputation-based approach. Inspired by real-time relighting methods, we create a linear system that fixes lighting and view to allow real-time BRDF manipulation. In order to linearize the image’s response to BRDF parameters, we develop an intermediate curve-based representation, which also reduces the rendering and precomputation operations to 1D while maintaining accuracy for a very general class of BRDFs. Our system can be used to edit complex analytic BRDFs (including anisotropic models), as well as measured reflectance data. We improve on the standard precomputed radiance transfer (PRT) rendering computation by introducing an incremental rendering algorithm that takes advantage of frame-to-frame coherence. We show that it is possible to render reference-quality images while only updating 10 % of the data at each frame, sustaining frame-rates of 25-30fps. 1
A practical analytic single scattering model for real time rendering
- ACM Trans. Graph
, 2005
"... We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed, those methods do not work at interactive rates. The mo ..."
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Cited by 26 (2 self)
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We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed, those methods do not work at interactive rates. The most common real-time methods are essentially simple variants of the OpenGL fog model. While easy to use and specify, that model excludes many important qualitative effects like glows around light sources, the impact of volumetric scattering on the appearance of surfaces such as the diffusing of glossy highlights, and the appearance under complex lighting such as environment maps. In this paper, we present an alternative physically based approach that captures these effects while maintaining realtime performance and the ease-of-use of the OpenGL fog model. Our method is based on an explicit analytic integration of the single scattering light transport equations for an isotropic point light source in a homogeneous participating medium. We can implement the model in modern programmable graphics hardware using a few small numerical lookup tables stored as texture maps. Our model can also be easily adapted to generate the appearances of materials with arbitrary BRDFs, environment map lighting, and precomputed radiance transfer methods, in the presence of participating media. Hence, our techniques can be widely used in real-time rendering. 1
A Signal-Processing Framework for Reflection
- ACM TRANSACTIONS ON GRAPHICS
, 2004
"... ... In this paper, we formalize these notions, showing that the reflected light field can be thought of in a precise quantitative way as obtained by convolving the lighting and BRDF, i.e. by filtering the incident illumination using the BRDF. Mathematically, we are able to express the frequency-spac ..."
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Cited by 24 (4 self)
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... In this paper, we formalize these notions, showing that the reflected light field can be thought of in a precise quantitative way as obtained by convolving the lighting and BRDF, i.e. by filtering the incident illumination using the BRDF. Mathematically, we are able to express the frequency-space coe#cients of the reflected light field as a product of the spherical harmonic coe#- cients of the illumination and the BRDF. These results are of practical importance in determining the well-posedness and conditioning of problems in inverse rendering---estimation of BRDF and lighting parameters from real photographs. Furthermore, we are able to derive analytic formulae for the spherical harmonic coe#cients of many common BRDF and lighting models. From this formal analysis, we are able to determine precise conditions under which estimation of BRDFs and lighting distributions are well posed and well-conditioned. Our mathematical analysis also has implications for forward rendering---especially the e#cient rendering of objects under complex lighting conditions specified by environment maps. The results, especially the analytic formulae derived for Lambertian surfaces, are also relevant in computer vision in the areas of recognition, photometric stereo and structure from motion.

