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Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering

Schwenk, Karsten and Franke, Tobias and Drevensek, Timm and Kuijper, Arjan and Bockholt, Ulrich and Fellner, Dieter W. (2010):
Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering.
pp. 49-52, Eurographics 2010. Short Papers, [Conference or Workshop Item]

Abstract

Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of the precomputed radiance transfer algorithm that is tailored towards real-time spectral rendering on modern graphics hardware. Our method renders diffuse, self-shadowing objects with spatially varying spectral reflectance properties under distant, dynamic, full-spectral illumination. To achieve real-time frame rates and practical memory requirements we split the light transfer function into an achromatic part that varies per vertex and a wavelength-dependent part that represents a spectral albedo texture map. As an additional optimization, we project reflectance and illuminant spectra into an orthonormal basis. One area of application for our research is virtual design applications that require relighting objects with high color fidelity at interactive frame rates.

Item Type: Conference or Workshop Item
Erschienen: 2010
Creators: Schwenk, Karsten and Franke, Tobias and Drevensek, Timm and Kuijper, Arjan and Bockholt, Ulrich and Fellner, Dieter W.
Title: Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering
Language: English
Abstract:

Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of the precomputed radiance transfer algorithm that is tailored towards real-time spectral rendering on modern graphics hardware. Our method renders diffuse, self-shadowing objects with spatially varying spectral reflectance properties under distant, dynamic, full-spectral illumination. To achieve real-time frame rates and practical memory requirements we split the light transfer function into an achromatic part that varies per vertex and a wavelength-dependent part that represents a spectral albedo texture map. As an additional optimization, we project reflectance and illuminant spectra into an orthonormal basis. One area of application for our research is virtual design applications that require relighting objects with high color fidelity at interactive frame rates.

Uncontrolled Keywords: Forschungsgruppe Semantic Models, Immersive Systems (SMIS), 3D Graphics, 3D Realism, Shading, Color textures, Shadows
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Event Title: Eurographics 2010. Short Papers
Date Deposited: 12 Nov 2018 11:16
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