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Fwd: FW: [realtime_raytracing] global illumination news and oldies   Message List  
Reply | Forward Message #306 of 314 |
> Hi,

> I replied to your email but I believe my email address changed so it bounced
(it is being sent as ppsloan@... instead of just
ppsloan@...) - feel free to forward this to
> the list...

> -Peter-Pike Sloan

> -----Original Message-----
> From: Peter-Pike Sloan
> Sent: Tuesday, June 10, 2003 4:41 PM
> To: 'realtime_raytracing@yahoogroups.com'
> Subject: RE: [realtime_raytracing] global illumination news and oldies


> This (GDC paper) is basically a description of the diffuse part of our
siggraph paper from last year. We have two papers at siggraph this year that
extend the technique:

> "Clustered Principal Components for Precomputed Radiance Transfer", Peter-Pike
Sloan, Jesse Hall, John Hart, and John Snyder

> This paper compresses our previous results, extends the simulator to include
subsurface scattering and discusses least squares projection to spherical
harmonics restricted to the hemisphere (should
> have been done for the glossy work before and westins BRDF stuff is more
accurate if this is done as well.) Compression enables higher frequency
lighting in the diffuse case and makes glossy
> objects much faster than they were last year (from 2fps to 30-50fps depending
on the model, if we make the non-local viewer assumption it's closer to 300fps,
but that isn't in the paper because we
> didn't think about it until last week...) We use transfer matrices that map
from incident radiance to exit radiance (this makes compression more
straightforward...) instead of incident radiance to
> "transferred incident" radiance like we did last year.

> "Bi-Scale Radiance Transfer",
> Peter-Pike Sloan, Xinguo Liu, Heung-Yeung Shum, and John Snyder

> This (short) paper merges ideas from PRT with BTF's.

> The above papers will be on my web page soon:

> http://research.microsoft.com/~ppsloan

> There is a nice paper by Lehtinen and Kautz that was at I3D this year ("Matrix
Radiance Transfer") that encodes transfer matrices from incident to exit
radiance, but use a directional basis to
> represent exit radiance and runs PCA on the transfer matrices (this gives them
better glossy performance than we had last year, but our technique from this
year is more efficient...)

> There are two other related papers at siggraph:

> "All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation", Ren
Ng, Ravi Ramamoorthi, Pat Hanrahan

> This (very nice) paper represents the lighting environment using haar wavelets
on a cube map and uses ideas from non-linear wavelets (ie: use the N most
"important" wavelet coefficients and throw
> out the rest) to do sparse matrix (well, really a bunch of sparse vectors -
they only did image relighting or diffuse objects) times sparse vectors (the
thresholded lighting coefficients) on the
> CPU.

> "Precomputing Interactive Dynamic Deformable Scenes"
> Doug L. James, Kayvon Fatahalian

> This paper precomputes both highly non-linear dynamics and GI of deformable
objects for a restricted "impulse palette", and uses linear dimensionality
reduction to efficiently store and playback
> the scene using the GPU. It's a really nice paper IMO.

> These aren't real time raytracing papers however, they do real time global
illumination by precomputing a bunch of non-real time stuff. I am working on an
article describing how to do the
> precomputation efficiently on the GPU (well, at least for the direct lighting
case with diffuse objects...) that will be in the book ShaderX2...

> -Peter-Pike Sloan

> -----Original Message-----
> From: A.W. van den Heuvel [mailto:A.W.v.d.Heuvel@...]
> Sent: Monday, June 09, 2003 11:22 PM
> To: Piero Foscari
> Subject: Re: [realtime_raytracing] global illumination news and oldies


> Hi,

> I recently came accross the following paper:
http://www.research.scea.com/gdc2003/spherical-harmonic-lighting.pdf

> Still haven't checked it but it seems to be a promising way to calculate
radiosity.

> - Ton

>> Hi all....

>> So, some news, a paper from Tim Purcell implementing photon mapping on
>> the
>> GPU; pretty
>> interesting but its not yet practical (i.e. photon splatting is comparable
>> in results albeit simpler),
>> let's hope that next generation of GPUs will prove even more versatile
>> allowing cleaner
>> implementations (is random access to memory still so far to come?).

>> Also some new stuff from the Saarbrücken guys on interactive GI
>> through
>> clusters of PCs
>> ("A scalable approach to global illumination" where they further optimize
>> the previous InstantGI
>> system, and "Interactive GI in complex and highly occluded
>> environments"adressing
>> large unimportant lightsource counts).

>> Some time ago the demo Still Sucking Nature was also released, see
>> www.realstorm.de.
>> Lastly, for those who missed it, there was last year's EG STAR:
>> Damez,
>> Dmitriev & Myszkowski:
>> "Global illumination for interactive applications and high-quality
animations".

>> There's plenty of good implementations around, but no radically new
>> approaches to GI, how comes? Even some old well known methods didnt
>> receive imho enough analytical attention yet...
>> Any thoughts?

>> \ Piero





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Wed Jun 11, 2003 6:17 am

blukske
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A.W. van den Heuvel
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