Precomputed Radiance Transfer for
Real-time Indirect Lighting using A Spectral Mesh Basis
Eurographics Symposium on Rendering (EGSR) 2007
Real-time Indirect Lighting using A Spectral Mesh Basis
Rui Wang | Jiajun Zhu | Greg Humphreys |
Eurographics Symposium on Rendering (EGSR) 2007
Abstract
Simulating indirect lighting effects has been a challenging topic in many
real-time rendering and design applications. This paper presents a novel
method, based on precomputed radiance transfer, for rendering physically based, multi-bounce indirect lighting in real-time. Our key idea is to
represent both the direct lighting and precomputed diffuse indirect transfer
using a spectral mesh basis set derived from an arbitrary scene model. The complete spectral basis set can
approximate a spatially varying function to any degree of accuracy. For
indirect lighting, we show that only 60-100 sparse basis coefficients
suffice to achieve high accuracy, due to the low-frequency nature of indirect
illumination. This reduces the run-time computation of per-vertex diffuse
indirect lighting to simple inner products of two sparse vectors: one
representing the dynamic direct lighting, and the other representing the precomputed direct to indirect transfer. The key advantage using this approach is that we are not restricted to parameterized models or any particular mesh topology. Our method simulates multiple diffuse interreflections while at the same time permitting dynamically changing surface albedos. In addition, we approximate the final bounce of glossy interreflection using a standard BRDF SH projection. Finally, we demonstrate high-quality indirect lighting effects rendered at 15-30 fps with dynamically changing lighting and materials.
Downloads
|
