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GPU-Based Soft Shadow Rendering Using Non-linear Pre-computed Radiance Transfer Approximation

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Interactive Technologies and Sociotechnical Systems (VSMM 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4270))

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Abstract

Soft shadow computation plays an important role in generating photo-realistic images. A new method of real-time all-frequency shadow rendering in 3D scenes under dynamic illumination is introduced in this paper. The non-linear wavelet approximation on the pre-computed radiance transfer matrix is used, which can help us to select the main directions sensitive to illumination of each sampling point. This approach efficiently avoids non-linear selection of the light vector in real-time rendering, and the approximation is used only once in the pre-computed phrase. We encode the resulting radiance transfer matrix into a sparse form, and store it as textures in 2D texture buffers. Meanwhile, the light vector is organized into a cube map on GPU to accelerate computation in the run-time process. This approach has been applied to render a variety of 3D scenes with soft shadows, and proved to be able to increase the relighting speed with no image quality reduction.

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© 2006 Springer-Verlag Berlin Heidelberg

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Wang, L., Wang, J., Zhao, Q. (2006). GPU-Based Soft Shadow Rendering Using Non-linear Pre-computed Radiance Transfer Approximation. In: Zha, H., Pan, Z., Thwaites, H., Addison, A.C., Forte, M. (eds) Interactive Technologies and Sociotechnical Systems. VSMM 2006. Lecture Notes in Computer Science, vol 4270. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11890881_10

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  • DOI: https://doi.org/10.1007/11890881_10

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-46304-7

  • Online ISBN: 978-3-540-46305-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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