Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games 2009
DOI: 10.1145/1507149.1507162
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Multiresolution splatting for indirect illumination

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Cited by 59 publications
(42 citation statements)
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“…Dachsbacher et al [4] employ reflective shadow maps to create VPLs to model single-bounce indirect lighting and gather the contributions via splatting [5]. Nichols et al extend on this by clustering VPLs [13] and hierarchical splatting [11,12]. While the proposed method also employs similar hierarchical data structures, key differences are the sampling and splatting strategies used to accommodate for differences in the density of the incident radiance between both: VPLs are sparsely distributed through the scene and their contribution covers the whole screen; conversely, in the case of heterogeneous subsurface scattering, the density of the irradiance samples is much higher, and their contribution covers a local screen region.…”
Section: Related Workmentioning
confidence: 99%
“…Dachsbacher et al [4] employ reflective shadow maps to create VPLs to model single-bounce indirect lighting and gather the contributions via splatting [5]. Nichols et al extend on this by clustering VPLs [13] and hierarchical splatting [11,12]. While the proposed method also employs similar hierarchical data structures, key differences are the sampling and splatting strategies used to accommodate for differences in the density of the incident radiance between both: VPLs are sparsely distributed through the scene and their contribution covers the whole screen; conversely, in the case of heterogeneous subsurface scattering, the density of the irradiance samples is much higher, and their contribution covers a local screen region.…”
Section: Related Workmentioning
confidence: 99%
“…Higher detail is required in such areas as ambient occlusion may vary significantly from point to point. We take advantage of this fact and use a stencil based screen-space multi-resolution approach similar to Nichols and Wyman [NW09] and Nichols et al [NPW10], where we selectively render higher detail areas and lower detail areas with different precision. Ambient occlusion varies smoothly across a scene, allowing lower detail areas to be rendered at lower precision.…”
Section: Multiresolution Ambient Occlusionmentioning
confidence: 99%
“…We sample depth values from the G-buffer and compute depth discontinuities similar to Nichols and Wyman [NW09] and Nichols et al [NPW10]. We use the computed curvature buffer and depth buffer for stencil refinement, which is discussed in the following section.…”
Section: Curvature and Depth As Metricsmentioning
confidence: 99%
See 1 more Smart Citation
“…Min-max mipmaps have previously been used for accelerating soft shadows [Guennebaud et al 2006], global illumination [Nichols and Wyman 2009], as well as ray tracing geometry images [Carr et al 2006] and height fields [Mastin et al 1987;Musgrave et al 1989;Tevs et al 2008]. In our case, thanks to rectification, we only need 1D min-max mipmaps, whose traversal is simple and efficient.…”
Section: Introductionmentioning
confidence: 99%