Real-Time Rendering


Photorealism and interactivity are historically two contrary goals of computer graphics. However, due to the tremendous advance of graphics processing units, real-time photorealisitc rendering become probable. In this project, we explore possibilities to improve visual quality of rendering under the constraint of rendering in real time.

In 2005, we proposed a level-of-detail representation for bidirectional texture function (BTF). This representation does not only allow aliasing-free rendering of BTF, but also provide an excellent compression rate. With this presentation, we can render objects with very complex appearance models using GPUs.

In 2006, we introduced several extensions to triple-product relighting: (1) the use of spherical wavelet, (2) the use of local-frame parameterization, (3) the use of per-pixel shaing and (4) the use of visibility textures. With these extensions, we can implement triple product relighting algorothm using GPUs for real-time rendering of effects such as bump mapping, anisotropic BRDF, spatially varying BRDF and complex shadows.


Anisotropic Cone Mapping
Yu-Jen Chen, Yung-Yu Chuang,
Real-Time Triple Product Relighting Using Spherical Local-Frame Parameterization
Wan-chun Ma, Chun-Tse Hsiao, Ken-Yi Lee, Yung-Yu Chuang, Bing-Yu Chen
Pracific Graphics 2006 (Visual Computer 22(9-11))
Real-Time All-Frequency Relighting in Local Frame
Wan-chun Ma, Chun-Tse Hsiao, Ken-Yi Lee, Yung-Yu Chuang
SIGGRAPH 2006 Sketch
Level-of-Detail Representation of Bi-directional Texture Functions for Real-Time Rendering
Wan-chun Ma, Sung-Hsiang Chao, Yu-Ting Tseng, Yung-Yu Chuang, Chun-Fa Chang, Bing-Yu Chen, Ming Ouhyoung
I3D 2005


This research is supported by:

cyy -a-t-