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020 _a9783031795404
_9978-3-031-79540-4
024 7 _a10.1007/978-3-031-79540-4
_2doi
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072 7 _aPB
_2bicssc
072 7 _aMAT000000
_2bisacsh
072 7 _aPB
_2thema
082 0 4 _a510
_223
100 1 _aKrivanek, Jaroslav.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_981939
245 1 0 _aPractical Global Illumination with Irradiance Caching
_h[electronic resource] /
_cby Jaroslav Krivanek, Pascal Gautron.
250 _a1st ed. 2009.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2009.
300 _aXIII, 134 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSynthesis Lectures on Computer Graphics and Animation,
_x1933-9003
505 0 _aIntroduction to Ray Tracing and Global Illumination -- Irradiance Caching Core -- Practical Rendering with Irradiance Caching -- Irradiance Caching in a Complete Global Illumination -- Irradiance Caching on Graphics Hardware -- Temporal Irradiance Caching.
520 _aIrradiance 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 the Radiance 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 mages. Unfortunately, practical information on implementing the algorithm is scarce. The main objective of this book is to show 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 show 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. Table of Contents: Introduction to Ray Tracing and Global Illumination / Irradiance Caching Core / Practical Rendering with Irradiance Caching / Irradiance Caching in a Complete Global Illumination / Irradiance Caching on Graphics Hardware / Temporal Irradiance Caching.
650 0 _aMathematics.
_911584
650 0 _aImage processing
_xDigital techniques.
_94145
650 0 _aComputer vision.
_981940
650 1 4 _aMathematics.
_911584
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
_931569
700 1 _aGautron, Pascal.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_981941
710 2 _aSpringerLink (Online service)
_981942
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031795398
776 0 8 _iPrinted edition:
_z9783031795411
830 0 _aSynthesis Lectures on Computer Graphics and Animation,
_x1933-9003
_981943
856 4 0 _uhttps://doi.org/10.1007/978-3-031-79540-4
912 _aZDB-2-SXSC
942 _cEBK
999 _c85272
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