The Community for Technology Leaders
RSS Icon
Issue No.06 - November/December (2008 vol.28)
pp: 56-64
Jesper Mortensen , Geomerics Ltd
Insu Yu , University College London
Pankaj Khanna , University College London
Franco Tecchia , PERCRO (Perceptual Robotics) Laboratory of the Scuola Superiore Sant'Anna
Bernhard Spanlang , Universitat Polit?cnica de Catalunya
Giuseppe Marino , PERCRO (Perceptual Robotics) Laboratory of the Scuola Superiore Sant'Anna
Mel Slater , ICREA?University of Barcelona
Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the Extreme VR system for real-time GPU-based rendering in a Cave Automatic Virtual Environment.
virtual reality, VR, global illumination, light fields
Jesper Mortensen, Insu Yu, Pankaj Khanna, Franco Tecchia, Bernhard Spanlang, Giuseppe Marino, Mel Slater, "Real-Time Global Illumination for VR Applications", IEEE Computer Graphics and Applications, vol.28, no. 6, pp. 56-64, November/December 2008, doi:10.1109/MCG.2008.121
1. M.V. Sanchez-Vives and M. Slater, "From Presence to Consciousness through Virtual Reality," Nature Reviews Neuroscience, vol. 6, no. 4, 2005, pp. 332–339.
2. M. Slater et al., 2008. "Visual Realism Enhances Realistic Response in an Immersive Virtual Environment," to be published in IEEE Computer Graphics and Applications, .
3. M. Carrozzino et al., "Lowering the Development Time of Multimodal Interactive Application: The Real-Life Experience of the XVR Project," Proc. 2005 ACM SIGCHI Int'l Conf. Advances in Computer Entertainment Technology (ACE 05), ACM Press, 2005, pp. 270–273.
4. T. Whitted, "An Improved Illumination Model for Shaded Display," Proc. Siggraph, ACM Press, 1979, pp. 343–349.
5. C.M. Goral et al., "Modeling the Interaction of Light between Diffuse Surfaces," Proc. Siggraph, ACM Press, 1984, pp. 213–222.
6. A. Reshetov, A. Soupikov, and J. Hurley, "Multilevel Ray Tracing Algorithm," ACM Trans. Graphics (Proc. Siggraph), vol. 24, no. 3, 2005, pp. 1176–1185.
7. I. Wald et al., "A Ray Tracing Based Virtual Reality Framework for Industrial Design," Proc. 2006 IEEE Symp. Interactive Ray Tracing, IEEE Press, 2006, pp. 177–185.
8. P.-P. Sloan, J. Kautz, and J. Snyder, "Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments," Proc. Siggraph, ACM Press, 2002, pp. 527–536.
9. K. Dmitriev et al., "A CAVE System for Interactive Modeling of Global Illumination in Car Interior," Proc. ACM Symp. Virtual Reality Software and Technology (VRST 04), ACM Press, 2004, pp. 137–145.
10. S.J. Gortler et al., "The Lumigraph," Proc. Siggraph, ACM Press, 1996, pp. 43–54.
11. M. Levoy and P. Hanrahan, "Light Field Rendering," Proc. Siggraph, ACM Press, 1996, pp. 31–42.
12. P. Khanna et al., "Fast Ray Tracing of Scenes with Unstructured Motion," ACM Siggraph 2004 Posters, ACM Press, 2004, p. 35.
13. E. Camahort, A. Lerios, and D. Fussell, "Uniformly Sampled Light Fields," Proc. Eurographics Rendering Workshop, Springer, 1998, pp. 117–130.
14. P. Huang et al., "Traversal Fields for Ray Tracing Dynamic Scenes," Proc. ACM Symp. Virtual Reality Software and Technology (VRST 06), ACM Press, 2006, pp. 65–74.
15. Z. Ren et al., "Intersection Fields for Interactive Global Illumination," The Visual Computer, vol. 21, nos. 8–10, 2005, pp. 569–578.
16. M. Slater et al., "A Virtual Light Field Approach to Global Illumination," Proc. Computer Graphics Int'l (CGI 04), IEEE CS Press, 2004, pp. 102–109.
17. J. Mortensen et al., "Real-Time Global Illumination in the CAVE," Proc. 2007 ACM Symp. Virtual Reality Software and Technology (VRST 07), ACM Press, 2007, pp. 145–148.
18. M.J. Kilgard, "Improving Shadows and Reflections via the Stencil Buffer," white paper, Nvidia Corp., 2002.
19. C. Dachsbacher et al., "Implicit Visibility and Antiradiance for Interactive Global Illumination," ACM Trans. Graphics (Proc. Siggraph), vol. 26, no. 3, 2007, p. 61.
20. R. Ramamoorthi and P. Hanrahan, "An Efficient Representation for Irradiance Environment Maps," Proc. Siggraph, ACM Press, 2001, pp. 497–500.
21. G. Greger et al., "The Irradiance Volume," IEEE Computer Graphics and Applications, vol. 18, no. 2, 1998, pp. 32–43.
22. Y. Uralsky, Efficient Soft-Edged Shadows Using Pixel Shader Branching, Addison-Wesley, 2005, pp. 269–282.
23. G. Marino et al., "Description and Performance Analysis of a Distributed Rendering Architecture for Virtual Environments," Proc. 17th Ann. Int'l Conf. Artificial Reality and Telexistence (ICAT 07), IEEE CS Press, 2007, pp. 234–241.
24. S. Molnar et al., "A Sorting Classification of Parallel Rendering," IEEE Computer Graphics and Applications, vol. 14, no. 4, 1994, pp. 23–32.
25. M.F.X.J. Oberhumer, LZO—a Real-Time Data Compression Library, documentation for LZO version 2.02, 2005;
26. L. Kavan et al., "Skinning with Dual Quaternions," Proc. 2007 ACM Siggraph Symp. Interactive 3D Graphics and Games, ACM Press, 2007, pp. 39–46.
27. G. Coombe, M.J. Harris, and A. Lastra, "Radiosity on Graphics Hardware," Proc. 2004 Conf. Graphics Interface (GI 04), ACM Press, 2004, pp. 161–168.
476 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool