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dc.contributor.authorTokuyoshi, Yusukeen_US
dc.contributor.editorStam, Jos and Mitra, Niloy J. and Xu, Kunen_US
dc.date.accessioned2015-10-07T05:12:04Z
dc.date.available2015-10-07T05:12:04Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12748en_US
dc.description.abstractVirtual 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.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_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.titleVirtual Spherical Gaussian Lights for Real-time Glossy Indirect Illuminationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersRenderingen_US
dc.description.volume34en_US
dc.description.number7en_US
dc.identifier.doi10.1111/cgf.12748en_US
dc.identifier.pages089-098en_US


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