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@InProceedings{AranhaMaceJr:2021:ScViPo,
               author = "Aranha, Vitor Moraes and Macedo, Marcio C. F. and Jr. , Antonio L. 
                         Apolinario",
          affiliation = "{Federal University of Bahia} and {Federal University of Bahia} 
                         and {Federal University of Bahia}",
                title = "Screen-Space Virtual Point Light propagation for Real-Time Global 
                         Illumination",
            booktitle = "Proceedings...",
                 year = "2021",
               editor = "Paiva, Afonso and Menotti, David and Baranoski, Gladimir V. G. and 
                         Proen{\c{c}}a, Hugo Pedro and Junior, Antonio Lopes Apolinario 
                         and Papa, Jo{\~a}o Paulo and Pagliosa, Paulo and dos Santos, 
                         Thiago Oliveira and e S{\'a}, Asla Medeiros and da Silveira, 
                         Thiago Lopes Trugillo and Brazil, Emilio Vital and Ponti, Moacir 
                         A. and Fernandes, Leandro A. F. and Avila, Sandra",
         organization = "Conference on Graphics, Patterns and Images, 34. (SIBGRAPI)",
            publisher = "Sociedade Brasileira de Computa{\c{c}}{\~a}o",
              address = "Porto Alegre",
             keywords = "Virtual Point Light, Global Illumination, Diffuse Indirect.",
             abstract = "Proper light-transport simulation adds both realism and 
                         aesthetically pleasing effects to virtual 3D scenes. However, the 
                         cost of computing complex light interactions is prohibitive for 
                         real-time applications. Indirect diffuse lighting is a low 
                         frequency component of global illumination that can greatly 
                         enhance the quality of an image. Virtual point lights are commonly 
                         used to reproduce diffuse bounces by tracing light paths through 
                         the scene and creating proxy light sources at the intersections 
                         between a path and geometry. In this work we extend 
                         clusterization-based methods for virtual point lights, allowing 
                         for the reproduction of up to two bounces of light with a 
                         projection-aware sampling method in real-time. We show that 
                         plausible images can be obtained in real-time rates for low to 
                         mid-end commodity GPUs.",
  conference-location = "Gramado, RS, Brazil (virtual)",
      conference-year = "18-22 Oct. 2021",
             language = "en",
                  ibi = "8JMKD3MGPEW34M/45D4QFH",
                  url = "http://urlib.net/ibi/8JMKD3MGPEW34M/45D4QFH",
           targetfile = "Paper14_CameraReady.pdf",
        urlaccessdate = "2024, May 06"
}


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