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information
book chapter
sketch
abstract
High-fidelity real-time visualization of surfaces under
high-dynamic-range (HDR) image-based illumination provides an
invaluable resource for various computer graphics applications.
Material design, lighting design, architectural previsualization, and
gaming are just a few such applications. Environment map prefiltering
techniques, plus other frequency space solutions using wavelets or
spherical harmonics, provide real-time visualizations. However, their
use may be too cumbersome because they require a hefty amount of
precomputation or a sizable code base for glossy surface reflections.
As an alternative, we present a technique for image-based lighting of
glossy objects using a Monte Carlo quadrature that requires minimal
precomputation and operates within a single GPU shader, thereby
fitting easily into almost any production pipeline requiring real-time
dynamically changing materials or lighting.
presentation
Please Note: The following demo was created using an nVidia GeForce
7900 GT with ForceWare version 93.71. In addition, Cg 1.5, GLEW, and GLUT are
required, but all libraries are included with the zip file.
video
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Video (DivX/20 MB) -
Demonstration of editing spatially varying and homogeneous materials using our simple material design interface. The
interface uses Lafortune et al.'s model to define the underlying material.
For efficiency, we use the GPU to perform all painting operations.
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