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dc.contributor.authorChen, Yu-Jungen_US
dc.contributor.authorYen, Chen-Yuen_US
dc.contributor.authorChen, Yen-Yuen_US
dc.contributor.authorChen, Wei-Chaoen_US
dc.contributor.authorChien, Shao-Yien_US
dc.contributor.editorJohn Keyser and Young J. Kim and Peter Wonkaen_US
dc.date.accessioned2014-12-16T07:23:01Z
dc.date.available2014-12-16T07:23:01Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-73-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/pgs.20141245en_US
dc.description.abstractIndirect illumination is one of the most visually significant effects for a synthesized image. In order to render such effects at interactive rates, it is important to resolve the visibility between surfaces efficiently. In this work, we propose to approximate visibility by representing the scene through point proxies and hash them into voxels. The indirect illumination is then rendered in two stages. First, we cast sparse shadow rays to march and collect visible voxels for each low-resolution deferred pixel. The list of visible voxels are then processed using the proposed Visibility Filter (VF) to collect voxels missed from the first stage. Afterward, we properly weight the visible voxels as light sources to produce the full resolution image. Our method runs at interactive rates at 1.3 fps to 2.3 fps on GPUs with pleasing visual quality, in particular for glossy reflections.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleVisibility Filtering for Producing Indirect Illuminationen_US
dc.description.seriesinformationPacific Graphics Short Papersen_US


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