BibTex
@inproceedings{Claustres:2007:10.1145/1268517.1268546,
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 = {10.1145/1268517.1268546},
acmdoi = {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.