Real-time distant light filtering using gaussian mixture model
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Date
2019
Authors
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Publisher
Peter Lang Publishing Group
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Abstract
We propose a novel real-time rendering technique using GMM for environment lighting. We represent isotropic and anisotropic BRDF using sum of SG fitted by EM algorithm which provide an accurate approximation with acceptable number of lobes. To suppress the approximation errors we use GPU generated MIP-maps for filtering environment maps that does not require a pre-computation. MIP-mapped lookup is performed with the size of SG lobes to make filtering efficient. Based on empirical results it is shown that both isotropic and anisotropic reflectances can be handled in real-time using our technique. © 2020 Elsevier B.V. All rights reserved.
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Keywords
Precomputed Radiance Transfer, Real-time Rendering, Spherical Gaussian, Precomputed Radiance Transfer, Real-Time Rendering, Spherical Gaussian
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Source
Contemporary Topics in Computer Graphics and Games
Volume
Issue
Start Page
297
End Page
308
