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
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
- APSIPA ASC 2009
- Real-Time Triple Product Relighting Using Spherical Local-Frame Parameterization
- Pracific Graphics 2006 (Visual Computer 22(9-11))
- Real-Time All-Frequency Relighting in Local Frame
- SIGGRAPH 2006 Sketch
- Level-of-Detail Representation of Bi-directional Texture Functions for Real-Time Rendering
Sung-Hsiang Chao, Yu-Ting Tseng,
- I3D 2005
This research is supported by:
cyy -a-t- csie.ntu.edu.tw