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    Practical Global Illumination with Irradiance Caching (Synthesis Lectures on Computer Graphics and Animation)

    Posted By: tot167
    Practical Global Illumination with Irradiance Caching (Synthesis Lectures on Computer Graphics and Animation)

    Jaroslav Krivanek, Pascal Gautron, "Practical Global Illumination with Irradiance Caching (Synthesis Lectures on Computer Graphics and Animation)"
    Morgan & Claypool Publishers | 2009 | ISBN: 1598296442 | 134 pages | PDF | 11 MB

    ABSTRACT
    Irradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces.
    Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto
    another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main
    idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store
    the results in a cache, and reuse the cached value at other points through fast interpolation.
    This book is for anyone interested in making a production-ready implementation of irradiance
    caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching
    algorithm has been successfully used to accelerate global illumination computation in theRadiance lighting
    simulation system. Its widespread use had to wait until computers became fast enough to consider global
    illumination in film production rendering. Since then, its use is ubiquitous. Virtually all commercial and
    open-source rendering software base the global illumination computation upon irradiance caching.
    Although elegant and powerful, the algorithm in its basic form often fails to produce artifact-free
    images. Unfortunately, practical information on implementing the algorithm is scarce.The main objective
    of this book is to expose the irradiance caching algorithm along with all the details and tricks upon which
    the success of its practical implementation is dependent. In addition, we discuss some extensions of the
    basic algorithm, such as a GPU implementation for interactive global illumination computation and
    temporal caching that exploits temporal coherence to suppress flickering in animations.
    Our goal is to expose the material without being overly theoretical. However, the reader should
    have some basic understanding of rendering concepts, ray tracing in particular. Familiarity with global
    illumination is useful but not necessary to read this book.







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