Özkan Anıl TöralSerkan ErgunAydin ÖztürkTöral, Özkan AnılErgun, SerkanÖztürk, Aydın2025-10-0620199783631802120, 9783631805220978363180522097836318021202-s2.0-85092121537https://www.scopus.com/inward/record.uri?eid=2-s2.0-85092121537&partnerID=40&md5=49a530c1812d4ad0204d34ffc6fb72a4https://gcris.yasar.edu.tr/handle/123456789/9449We 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.Englishinfo:eu-repo/semantics/closedAccessPrecomputed Radiance Transfer, Real-time Rendering, Spherical GaussianPrecomputed Radiance TransferReal-Time RenderingSpherical GaussianReal-time distant light filtering using gaussian mixture modelBook Part