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Bi-scale radiance transfer

Published:01 July 2003Publication History

ABSTRACT

Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing global effects like shadows cast from an arm onto a body. A meso-scale is finely sampled over a small patch to provide local texture. Low-order (25D) spherical harmonics represent low-frequency lighting dependence for both scales. To render, a coefficient vector representing distant source lighting is first transformed at the macro-scale by a matrix at each vertex of a coarse mesh. The resulting vectors represent a spatially-varying hemisphere of lighting incident to the meso-scale. A 4D function, called a radiance transfer texture (RTT), then specifies the surface's meso-scale response to each lighting basis component, as a function of a spatial index and a view direction. Finally, a 25D dot product of the macro-scale result vector with the vector looked up from the RTT performs the correct shading integral. We use an id map to place RTT samples from a small patch over the entire object; only two scalars are specified at high spatial resolution. Results show that bi-scale decomposition makes preprocessing practical and efficiently renders self-shadowing and interreflection effects from dynamic, low-frequency light sources at both scales.

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  • Published in

    cover image ACM Conferences
    SIGGRAPH '03: ACM SIGGRAPH 2003 Papers
    July 2003
    683 pages
    ISBN:1581137095
    DOI:10.1145/1201775

    Copyright © 2003 ACM

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    New York, NY, United States

    Publication History

    • Published: 1 July 2003

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    SIGGRAPH '03 Paper Acceptance Rate81of424submissions,19%Overall Acceptance Rate1,822of8,601submissions,21%

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