Peter-Pike J. Sloan, Xinguo Liu, H. Shum, John M. Snyder
{"title":"双尺度辐射转移","authors":"Peter-Pike J. Sloan, Xinguo Liu, H. Shum, John M. Snyder","doi":"10.1145/1201775.882279","DOIUrl":null,"url":null,"abstract":"Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing global effects like shadows cast from an arm onto a body. A meso-scale is finely sampled over a small patch to provide local texture. Low-order (25D) spherical harmonics represent low-frequency lighting dependence for both scales. To render, a coefficient vector representing distant source lighting is first transformed at the macro-scale by a matrix at each vertex of a coarse mesh. The resulting vectors represent a spatially-varying hemisphere of lighting incident to the meso-scale. A 4D function, called a radiance transfer texture (RTT), then specifies the surface's meso-scale response to each lighting basis component, as a function of a spatial index and a view direction. Finally, a 25D dot product of the macro-scale result vector with the vector looked up from the RTT performs the correct shading integral. We use an id map to place RTT samples from a small patch over the entire object; only two scalars are specified at high spatial resolution. Results show that bi-scale decomposition makes preprocessing practical and efficiently renders self-shadowing and interreflection effects from dynamic, low-frequency light sources at both scales.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"83","resultStr":"{\"title\":\"Bi-scale radiance transfer\",\"authors\":\"Peter-Pike J. Sloan, Xinguo Liu, H. Shum, John M. Snyder\",\"doi\":\"10.1145/1201775.882279\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing global effects like shadows cast from an arm onto a body. A meso-scale is finely sampled over a small patch to provide local texture. Low-order (25D) spherical harmonics represent low-frequency lighting dependence for both scales. To render, a coefficient vector representing distant source lighting is first transformed at the macro-scale by a matrix at each vertex of a coarse mesh. The resulting vectors represent a spatially-varying hemisphere of lighting incident to the meso-scale. A 4D function, called a radiance transfer texture (RTT), then specifies the surface's meso-scale response to each lighting basis component, as a function of a spatial index and a view direction. Finally, a 25D dot product of the macro-scale result vector with the vector looked up from the RTT performs the correct shading integral. We use an id map to place RTT samples from a small patch over the entire object; only two scalars are specified at high spatial resolution. Results show that bi-scale decomposition makes preprocessing practical and efficiently renders self-shadowing and interreflection effects from dynamic, low-frequency light sources at both scales.\",\"PeriodicalId\":314969,\"journal\":{\"name\":\"ACM SIGGRAPH 2003 Papers\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2003-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"83\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2003 Papers\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1201775.882279\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2003 Papers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1201775.882279","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing global effects like shadows cast from an arm onto a body. A meso-scale is finely sampled over a small patch to provide local texture. Low-order (25D) spherical harmonics represent low-frequency lighting dependence for both scales. To render, a coefficient vector representing distant source lighting is first transformed at the macro-scale by a matrix at each vertex of a coarse mesh. The resulting vectors represent a spatially-varying hemisphere of lighting incident to the meso-scale. A 4D function, called a radiance transfer texture (RTT), then specifies the surface's meso-scale response to each lighting basis component, as a function of a spatial index and a view direction. Finally, a 25D dot product of the macro-scale result vector with the vector looked up from the RTT performs the correct shading integral. We use an id map to place RTT samples from a small patch over the entire object; only two scalars are specified at high spatial resolution. Results show that bi-scale decomposition makes preprocessing practical and efficiently renders self-shadowing and interreflection effects from dynamic, low-frequency light sources at both scales.