Proceedings: GI 2007

Wavelet encoding of BRDFs for real-time rendering

Luc Claustres , Loïc Barthe , Mathias Paulin

Proceedings of Graphics Interface 2007: Montréal, Québec, Canada, 28 - 30 May 2007, 169-176

DOI 10.20380/GI2007.23

  • Bibtex

    @inproceedings{Claustres:2007:10.20380/GI2007.23,
    author = {Claustres, Luc and Barthe, Lo{\"i}c and Paulin, Mathias},
    title = {Wavelet encoding of BRDFs for real-time rendering},
    booktitle = {Proceedings of Graphics Interface 2007},
    series = {GI 2007},
    year = {2007},
    issn = {0713-5424},
    isbn = {978-1-56881-337-0},
    location = {Montr{\'e}al, Qu{\'e}bec, Canada},
    pages = {169--176},
    numpages = {8},
    doi = {10.20380/GI2007.23},
    acmdoi = {doi>10.1145/1268517.1268546},
    publisher = {Canadian Human-Computer Communications Society},
    address = {University of Waterloo, Waterloo, Ontario, Canada},
    }

Abstract

Acquired data often provides the best knowledge of a material's bidirectional reflectance distribution function (BRDF). Its integration into most real-time rendering systems requires both data compression and the implementation of the decompression and filtering stages on contemporary graphics processing units (GPUs). This paper improves the quality of real-time per-pixel lighting on GPUs using a wavelet decomposition of acquired BRDFs. Three-dimensional texture mapping with indexing allows us to efficiently compress the BRDF data by exploiting much of the coherency between hemispherical data. We apply built-in hardware filtering and pixel shader flexibility to perform filtering in the full 4D BRDF domain. Anti-aliasing of specular highlights is performed via a progressive level-of-detail technique built upon the multiresolution of the wavelet encoding. This technique increases rendering performance on distant surfaces while maintaining accurate appearance of close ones.