The Visual Computer

, Volume 22, Issue 9–11, pp 682–692 | Cite as

Real-time triple product relighting using spherical local-frame parameterization

  • Wan-Chun Ma
  • Chun-Tse Hsiao
  • Ken-Yi Lee
  • Yung-Yu Chuang
  • Bing-Yu Chen
Special Issue Paper


This paper addresses the problem of real-time rendering for objects with complex materials under varying all-frequency illumination and changing view. Our approach extends the triple product algorithm by using local-frame parameterization, spherical wavelets, per-pixel shading and visibility textures. Storing BRDFs with local-frame parameterization allows us to handle complex BRDFs and incorporate bump mapping more easily. In addition, it greatly reduces the data size compared to storing BRDFs with respect to the global frame. The use of spherical wavelets avoids uneven sampling and energy normalization of cubical parameterization. Finally, we use per-pixel shading and visibility textures to remove the need for fine tessellations of meshes and shift most computation from vertex shaders to more powerful pixel shaders. The resulting system can render scenes with realistic shadow effects, complex BRDFs, bump mapping and spatially-varying BRDFs under varying complex illumination and changing view at real-time frame rates on modern graphics hardware.


All-frequency relighting Precomputed radiance transfer Local frame Spherical wavelets Real-time rendering 


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Copyright information

© Springer-Verlag 2006

Authors and Affiliations

  • Wan-Chun Ma
    • 1
  • Chun-Tse Hsiao
    • 1
  • Ken-Yi Lee
    • 1
  • Yung-Yu Chuang
    • 1
  • Bing-Yu Chen
    • 1
  1. 1.Communication and Multimedia Laboratory, Department of Computer Science and Information EngineeringNational Taiwan UniversityTaipeiTaiwan

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