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hal-00652066, version 4

Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction

Mahdi M. Bagher (Author to contact preferably, http://maverick.inria.fr/~Mahdi.MohammadBagher/index.html) a1, Cyril Soler (, http://maverick.inria.fr/~Cyril.Soler/index.html) a1, Kartic Subr (, http://www.cs.ucl.ac.uk/staff/K.Subr/index.html) 2, Laurent Belcour (, http://maverick.inria.fr/Members/Laurent.Belcour/index.html) b1, Nicolas Holzschuch (, http://artis.imag.fr/Membres/Nicolas.Holzschuch/) a1

ACM Siggraph Symposium on Interactive 3D Graphics and Games (I3D) (2012)

Abstract: Shading complex materials such as acquired reflectances in multi-light environments is computationally expensive. Estimating the shading integral involves sampling the incident illumination independently at several pixels. The number of samples required for this integration varies across the image, depending on an intricate combination of several factors. Adaptively distributing computational budget across the pixels for shading is therefore a challenging problem. In this paper we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. We first estimate the approximate spatial and angular variation in the local light field arriving at each pixel. This \emph{local bandwidth} accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this bandwidth information to adaptively sample for reconstruction and integration. For example, fewer pixels per area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.

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  • hal-00652066, version 4
  • oai:hal.inria.fr:hal-00652066
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  • Submitted on: Wednesday, 11 April 2012 17:41:19
  • Updated on: Wednesday, 11 April 2012 20:31:03
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