Axis-aligned filtering for interactive physically-based diffuse indirect lighting

29Citations
Citations of this article
50Readers
Mendeley users who have this article in their library.

Abstract

We introduce an algorithm for interactive rendering of physicallybased global illumination, based on a novel frequency analysis of indirect lighting. Our method combines adaptive sampling by Monte Carlo ray or path tracing, using a standard GPU-accelerated raytracer, with real-time reconstruction of the resulting noisy images. Our theoretical analysis assumes diffuse indirect lighting, with general Lambertian and specular receivers. In practice, we demonstrate accurate interactive global illumination with diffuse and moderately glossy objects, at 1-3 fps. We show mathematically that indirect illumination is a structured signal in the Fourier domain, with inherent band-limiting due to the BRDF and geometry terms. We extend previous work on sheared and axis-aligned filtering for motion blur and shadows, to develop an image-space filtering method for interreflections. Our method enables 5-8× reduced sampling rates and wall clock times, and converges to ground truth as more samples are added. To develop our theory, we overcome important technical challenges-unlike previous work, there is no light source to serve as a band-limit in indirect lighting, and we also consider non-parallel geometry of receiver and reflecting surfaces, without first-order approximations. Copyright © ACM 2013.

Cite

CITATION STYLE

APA

Mehta, S. U., Wang, B., Ramamoorthi, R., & Durand, F. (2013). Axis-aligned filtering for interactive physically-based diffuse indirect lighting. ACM Transactions on Graphics, 32(4). https://doi.org/10.1145/2461912.2461947

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free