Christian Luksch, Robert F. Tobler, Ralf Habel, Michael Schwärzler, Michael WimmerORCID iD
Fast Light-Map Computation with Virtual Polygon Lights
In Proceedings of ACM Symposium on Interactive 3D Graphics and Games 2013, pages 87-94. March 2013.
[draft]

Information

  • Publication Type: Conference Paper
  • Workgroup(s)/Project(s):
  • Date: March 2013
  • ISBN: 978-1-4503-1956-0
  • Publisher: ACM
  • Location: Orlando, Florida
  • Lecturer: Christian Luksch
  • Booktitle: Proceedings of ACM Symposium on Interactive 3D Graphics and Games 2013
  • Conference date: 21. March 2013 – 23. March 2013
  • Pages: 87 – 94
  • Keywords: instant radiosity, global illumination, light-maps

Abstract

We propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation at loading time.

In our method, virtual point lights are clustered into a set of virtual polygon lights, which represent a compact description of the illumination in the scene. The actual light-map generation is performed directly on the GPU. Our approach degrades gracefully, avoiding objectionable artifacts even for very short computation times.

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BibTeX

@inproceedings{LUKSCH-2013-FLM,
  title =      "Fast Light-Map Computation with Virtual Polygon Lights",
  author =     "Christian Luksch and Robert F. Tobler and Ralf Habel and
               Michael Schw\"{a}rzler and Michael Wimmer",
  year =       "2013",
  abstract =   "We propose a new method for the fast computation of light
               maps using a many-light global-illumination solution. A
               complete scene can be light mapped on the order of seconds
               to minutes, allowing fast and consistent previews for
               editing or even generation at loading time.   In our method,
               virtual point lights are clustered into a set of virtual
               polygon lights, which represent a compact description of the
               illumination in the scene. The actual light-map generation
               is performed directly on the GPU. Our approach degrades
               gracefully, avoiding objectionable artifacts even for very
               short computation times. ",
  month =      mar,
  isbn =       "978-1-4503-1956-0",
  publisher =  "ACM",
  location =   "Orlando, Florida",
  booktitle =  "Proceedings of ACM Symposium on Interactive 3D Graphics and
               Games 2013",
  pages =      "87--94",
  keywords =   "instant radiosity, global illumination, light-maps",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2013/LUKSCH-2013-FLM/",
}