Fast Filtering of Reflection Probes
dc.contributor.author | Manson, Josiah | en_US |
dc.contributor.author | Sloan, Peter-Pike | en_US |
dc.contributor.editor | Elmar Eisemann and Eugene Fiume | en_US |
dc.date.accessioned | 2016-06-17T14:10:40Z | |
dc.date.available | 2016-06-17T14:10:40Z | |
dc.date.issued | 2016 | en_US |
dc.description.abstract | Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time. Cubemap filtering has also become a bottleneck in the content processing pipeline. We have developed a two-pass filtering algorithm that is specialized for isotropic reflection kernels, is several times faster than existing algorithms, and produces superior results. The first pass uses a quadratic b-spline recurrence that is modified for cubemaps. The second pass uses lookup tables to determine optimal sampling in terms of placement, mipmap level, and coefficients. Filtering a full 128 2 cubemap on an NVIDIA GeForce GTX 980 takes between 160 μs and 730 μs with out method, depending on the desired quality. | en_US |
dc.description.number | 4 | en_US |
dc.description.sectionheaders | Faster Rendering | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 35 | en_US |
dc.identifier.doi | 10.1111/cgf.12955 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 119-127 | en_US |
dc.identifier.uri | https://doi.org/10.1111/cgf.12955 | en_US |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Fast Filtering of Reflection Probes | en_US |