Triple Product Wavelet Integrals for
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Ren Ng Stanford University |
Ravi Ramamoorthi Columbia University |
Pat Hanrahan
Stanford University |
In ACM Transactions on Graphics, July 2004 (Proceedings of SIGGRAPH 2004)
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Abstract
This paper focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under all-frequency
direct lighting such as environment maps. The basic difficulty is representation and computation in the 6D
space of light direction, view direction, and surface position. While image-based and synthetic methods for real-time rendering
have been proposed, they do not scale to high sampling rates with variation of both lighting and viewpoint. Current approaches are
therefore limited to lower dimensionality (only lighting or viewpoint variation, not both) or lower sampling rates (low
frequency lighting and materials). We propose a new mathematical and computational analysis of pre-computed light transport. We
use factored forms, separately pre-computing and representing visibility and material properties. Rendering then
requires computing triple product integrals at each vertex, involving the lighting, visibility and BRDF. Our main
contribution is a general analysis of these triple product integrals, which are likely to have broad applicability in
computer graphics and numerical analysis. We first determine the computational complexity in a number of bases like point
samples, spherical harmonics and wavelets. We then give efficient linear and
sublinear-time algorithms for Haar wavelets, incorporating non-linear wavelet approximation of lighting and
BRDFs. Practically, we demonstrate rendering of images under new lighting and viewing conditions in a few seconds, significantly
faster than previous techniques.
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Slides
Powerpoint 2003 (11 MB)
See Also
All-Frequency Shadows Using Non-Linear Wavelet Approximation (ACM SIGGRAPH 2003)