We introduce a method based on precomputed radiance transfer (PRT) that allows interactive rendering of glossy surfaces and includes shadowing effects from dynamic, “all-frequen...
Xinguo Liu, Peter-Pike J. Sloan, Heung-Yeung Shum,...
This paper presents a novel basis function, called spherical piecewise constant basis function (SPCBF), for precomputed radiance transfer. SPCBFs have several desirable properties:...
Kun Xu, Yun-Tao Jia, Hongbo Fu, Shi-Min Hu, Chiew-...
We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a...
We present an appearance-based user interface for artists to efficiently design customized image-based lighting environments. 1 Our approach avoids typical iterations of paramete...
Makoto Okabe, Yasuyuki Matsushita, Li Shen, Takeo ...
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...