Dhawal, SirikondaKt, AakashNarayanan, P. J.Sauvage, BasileHasic-Telalovic, Jasminka2022-04-222022-04-222022978-3-03868-171-71017-4656https://doi.org/10.2312/egp.20221012https://diglib.eg.org:443/handle/10.2312/egp20221012Precomputed Radiance Transfer (PRT) can achieve high-quality renders of glossy materials at real-time framerates. PRT involves precomputing a k-dimensional transfer vector or a k×k- matrix of Spherical Harmonic (SH) coefficients at specific points for a scene depending on whether the material is diffuse or glossy respectively. Most prior art precomputes values at vertices of the mesh and interpolates color for interior points. They require finer mesh tessellations for high-quality renders. In this work, we introduce transfer textures for decoupling mesh resolution from transfer storage and sampling specifically benefiting the glossy renders. Dense sampling of the transfer is possible on the fragment shader while rendering with the use of transfer textures for both diffuse as well as glossy materials, even with a low tessellation. This simultaneously provides high render quality and frame rates.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies --> Rasterization; Ray tracing; VisibilityComputing methodologiesRasterizationRay tracingVisibilityTransfer Textures for Fast Precomputed Radiance Transfer10.2312/egp.2022101227-282 pages