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Delta Voxel Cone Tracing

Franke, Tobias (2014):
Delta Voxel Cone Tracing.
pp. 39-44, IEEE Service Center, Piscataway, NJ, IEEE International Symposium on Mixed and Augmented Reality - Science & Technology 2014, DOI: 10.1109/ISMAR.2014.6948407,
[Conference or Workshop Item]

Abstract

Mixed reality applications which must provide visual coherence between synthetic and real objects need relighting solutions for both: synthetic objects have to match lighting conditions of their real counterparts, while real surfaces need to account for the change in illumination introduced by the presence of an additional synthetic object. In this paper we present a novel relighting solution called Delta Voxel Cone Tracing to compute both direct shadows and first bounce mutual indirect illumination. We introduce a voxelized, pre-filtered representation of the combined real and synthetic surfaces together with the extracted illumination difference due to the augmentation. In a final gathering step this representation is conetraced and superimposed onto both types of surfaces, adding additional light from indirect bounces and synthetic shadows from antiradiance present in the volume. The algorithm computes results at interactive rates, is temporally coherent and to our knowledge provides the first real-time rasterizer solution for mutual diffuse, glossy and perfect specular indirect reflections between synthetic and real surfaces in mixed reality.

Item Type: Conference or Workshop Item
Erschienen: 2014
Creators: Franke, Tobias
Title: Delta Voxel Cone Tracing
Language: English
Abstract:

Mixed reality applications which must provide visual coherence between synthetic and real objects need relighting solutions for both: synthetic objects have to match lighting conditions of their real counterparts, while real surfaces need to account for the change in illumination introduced by the presence of an additional synthetic object. In this paper we present a novel relighting solution called Delta Voxel Cone Tracing to compute both direct shadows and first bounce mutual indirect illumination. We introduce a voxelized, pre-filtered representation of the combined real and synthetic surfaces together with the extracted illumination difference due to the augmentation. In a final gathering step this representation is conetraced and superimposed onto both types of surfaces, adding additional light from indirect bounces and synthetic shadows from antiradiance present in the volume. The algorithm computes results at interactive rates, is temporally coherent and to our knowledge provides the first real-time rasterizer solution for mutual diffuse, glossy and perfect specular indirect reflections between synthetic and real surfaces in mixed reality.

Publisher: IEEE Service Center, Piscataway, NJ
Uncontrolled Keywords: Business Field: Visual decision support, Business Field: Digital society, Research Area: Computer graphics (CG), Research Area: Computer vision (CV), Research Area: Human computer interaction (HCI), Mixed realities, Relighting, Augmented reality (AR), Global illumination, Voxel cone tracing
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Event Title: IEEE International Symposium on Mixed and Augmented Reality - Science & Technology 2014
Date Deposited: 12 Nov 2018 11:16
DOI: 10.1109/ISMAR.2014.6948407
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