Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination.

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Title: Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination.
Authors: Tokuyoshi, Yusuke1 tokuyosh@square-enix.com
Source: Computer Graphics Forum. Oct2015, Vol. 34 Issue 7, p89-98. 10p. 7 Color Photographs, 1 Diagram, 1 Chart, 1 Graph.
Subjects: Real-time rendering (Computer graphics), Gaussian beams, Texture analysis (Image processing), Radiant intensity, Reflectance, Gaussian distribution
Abstract: Virtual point lights (VPLs) are well established for real-time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high-frequency textures, and discontinuous geometries. To avoid these artifacts, this paper introduces a virtual spherical Gaussian light (VSGL) which roughly represents a set of VPLs. For a VSGL, the total radiant intensity and positional distribution of VPLs are approximated using spherical Gaussians and a Gaussian distribution, respectively. Since this approximation can be computed using summations of VPL parameters, VSGLs can be dynamically generated using mipmapped reflective shadow maps. Our VSGL generation is simple and independent from any scene geometries. In addition, reflected radiance for a VSGL is calculated using an analytic formula. Hence, we are able to render one-bounce glossy interreflections at real-time frame rates with smaller artifacts. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination.
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  Data: <searchLink fieldCode="AR" term="%22Tokuyoshi%2C+Yusuke%22">Tokuyoshi, Yusuke</searchLink><relatesTo>1</relatesTo><i> tokuyosh@square-enix.com</i>
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Oct2015, Vol. 34 Issue 7, p89-98. 10p. 7 Color Photographs, 1 Diagram, 1 Chart, 1 Graph.
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  Data: <searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Gaussian+beams%22">Gaussian beams</searchLink><br /><searchLink fieldCode="DE" term="%22Texture+analysis+%28Image+processing%29%22">Texture analysis (Image processing)</searchLink><br /><searchLink fieldCode="DE" term="%22Radiant+intensity%22">Radiant intensity</searchLink><br /><searchLink fieldCode="DE" term="%22Reflectance%22">Reflectance</searchLink><br /><searchLink fieldCode="DE" term="%22Gaussian+distribution%22">Gaussian distribution</searchLink>
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  Data: Virtual point lights (VPLs) are well established for real-time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high-frequency textures, and discontinuous geometries. To avoid these artifacts, this paper introduces a virtual spherical Gaussian light (VSGL) which roughly represents a set of VPLs. For a VSGL, the total radiant intensity and positional distribution of VPLs are approximated using spherical Gaussians and a Gaussian distribution, respectively. Since this approximation can be computed using summations of VPL parameters, VSGLs can be dynamically generated using mipmapped reflective shadow maps. Our VSGL generation is simple and independent from any scene geometries. In addition, reflected radiance for a VSGL is calculated using an analytic formula. Hence, we are able to render one-bounce glossy interreflections at real-time frame rates with smaller artifacts. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Type: doi
        Value: 10.1111/cgf.12748
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      – Code: eng
        Text: English
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        PageCount: 10
        StartPage: 89
    Subjects:
      – SubjectFull: Real-time rendering (Computer graphics)
        Type: general
      – SubjectFull: Gaussian beams
        Type: general
      – SubjectFull: Texture analysis (Image processing)
        Type: general
      – SubjectFull: Radiant intensity
        Type: general
      – SubjectFull: Reflectance
        Type: general
      – SubjectFull: Gaussian distribution
        Type: general
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      – TitleFull: Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination.
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              M: 10
              Text: Oct2015
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              Y: 2015
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            – TitleFull: Computer Graphics Forum
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