Real-Time Approximation of Photometric Polygonal Lights

Christian Luksch, Lukas Prost, Michael Wimmer
Real-Time Approximation of Photometric Polygonal Lights
Proceedings of the ACM on Computer Graphics and Interactive Techniques, 3(1):4.1-4.18, May 2020. [Paper] [Video]

Information

  • Publication Type: Journal Paper with Conference Talk
  • Workgroup(s)/Project(s):
  • Date: May 2020
  • Call for Papers: Call for Paper
  • Date (from): 14. September 2020
  • Date (to): 18. September 2020
  • DOI: 10.1145/3384537
  • Event: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
  • ISSN: 2577-6193
  • Journal: Proceedings of the ACM on Computer Graphics and Interactive Techniques
  • Lecturer: Christian Luksch
  • Location: online
  • Number: 1
  • Open Access: yes
  • Pages (from): 4.1
  • Pages (to): 4.18
  • Volume: 3
  • Keywords: area lights, photometric lights, real-time rendering

Abstract

We present a real-time rendering technique for photometric polygonal lights. Our method uses a numerical integration technique based on a triangulation to calculate noise-free diffuse shading. We include a dynamic point in the triangulation that provides a continuous near-field illumination resembling the shape of the light emitter and its characteristics. We evaluate the accuracy of our approach with a diverse selection of photometric measurement data sets in a comprehensive benchmark framework. Furthermore, we provide an extension for specular reflection on surfaces with arbitrary roughness that facilitates the use of existing real-time shading techniques. Our technique is easy to integrate into real-time rendering systems and extends the range of possible applications with photometric area lights.

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BibTeX

@article{luksch_2020,
  title =      "Real-Time Approximation of Photometric Polygonal Lights",
  author =     "Christian Luksch and Lukas Prost and Michael Wimmer",
  year =       "2020",
  abstract =   "We present a real-time rendering technique for photometric
               polygonal lights. Our method uses a numerical integration
               technique based on a triangulation to calculate noise-free
               diffuse shading. We include a dynamic point in the
               triangulation that provides a continuous near-field
               illumination resembling the shape of the light emitter and
               its characteristics. We evaluate the accuracy of our
               approach with a diverse selection of photometric measurement
               data sets in a comprehensive benchmark framework.
               Furthermore, we provide an extension for specular reflection
               on surfaces with arbitrary roughness that facilitates the
               use of existing real-time shading techniques. Our technique
               is easy to integrate into real-time rendering systems and
               extends the range of possible applications with photometric
               area lights.",
  month =      may,
  doi =        "10.1145/3384537",
  issn =       "2577-6193",
  journal =    "Proceedings of the ACM on Computer Graphics and Interactive
               Techniques",
  number =     "1",
  volume =     "3",
  pages =      "4.1--4.18",
  keywords =   "area lights, photometric lights, real-time rendering",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2020/luksch_2020/",
}