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  4. Adapting precomputed radiance transfer to real-time spectral rendering
 
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2010
Conference Paper
Title

Adapting precomputed radiance transfer to real-time spectral rendering

Abstract
Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of the precomputed radiance transfer algorithm that is tailored towards real-time spectral rendering on modern graphics hardware. Our method renders diffuse, self-shadowing objects with spatially varying spectral reflectance properties under distant, dynamic, full-spectral illumination. To achieve real-time frame rates and practical memory requirements we split the light transfer function into an achromatic part that varies per vertex and a wavelength-dependent part that represents a spectral albedo texture map. As an additional optimization, we project reflectance and illuminant spectra into an orthonormal basis. One area of application for our research is virtual design applications that require relighting objects with high color fidelity at interactive frame rates.
Author(s)
Schwenk, Karsten
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Franke, Tobias
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Drevensek, Timm
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Kuijper, Arjan  orcid-logo
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Bockholt, Ulrich  
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Fellner, Dieter W.
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Mainwork
Eurographics 2010, 31st Annual Conference of the European Association for Computer Graphics. Short Papers  
Conference
European Association for Computer Graphics (Eurographics Annual Conference) 2010  
Language
English
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Keyword(s)
  • 3D graphics

  • 3D realism

  • shading

  • color texture

  • Shadows

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