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Abstract
We present a method for creating a geometry-dependent
basis for precomputed radiance transfer. Unlike previous PRT bases, ours
is derived from principal component analysis of the sampled transport
functions at each vertex. It allows for efficient evaluation of shading,
has low memory requirements and produces accurate results with few
coefficients. We are able to capture all-frequency effects from both
distant and near-field dynamic lighting in real-time and present a simple
rotation scheme. Reconstruction of the final shading becomes a low-order
dot product and is performed on the GPU.
Keywords
Precomputed Radiance Transfer, Realistic Image
Synthesis, Model Fitting, Error Analysis
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