Home » Proceedings » GI 2007 » Wavelet encoding of BRDFs for real-time rendering

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, pp. 169-176

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.

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