Real-time Shading with Filtered Importance Sampling

research people publications

information

book chapter

title

GPU-based Importance Sampling

authors

Mark Colbert and Jaroslav Krivanek

venue

GPU Gems 3

sketch

title

Real-time Shading with Filtered Importance Sampling

authors

Mark Colbert and Jaroslav Krivanek

venue

SIGGRAPH 2007

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

[ Demo (Full Sources Included) (15 MB) ]


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

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.

university of central florida : graphics group