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Point Based Global Illumination 
Karsten Daemen 
KU Leuven 
June 30, 2014 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 1 / 41
Table of Contents 
1 Global Illumination 
2 Point Based Global Illumination 
The algorithm 
Step I: Generation of the pointcloud 
Step II: Calculating the Global Illimunation 
Rendering Equation PBGI 
Approximated Point Based Global Illumination 
Clustering of the surfels 
Projection on the hemisphere 
Applications 
3 Non Diuse Point Based Global Illumination 
Nondiuse material and PBGI 
The Non Diuse PBGI algorithm 
4 References 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 2 / 41
Section I: Global Illumination 
Figure: Image property of Disney/Pixar
c [Seymour, 2012] 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 3 / 41
Indirect Lighting 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 4 / 41
Figure: Direct lighting only, image property of Dreamworks
c [Krivanek et al., 2010] 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 5 / 41
Figure: With indirect lighting, image property of Dreamworks
c [Krivanek et al., 2010] 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 6 / 41
Section II: Point Based Global Illumination 
Figure: Property of Disney/Pixar
c [Christensen, 2010b] 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 7 / 41
What is Point Based Global Illimination? 
A two step rendering algoritm to calculate the inderect lighting in a diuse 
scene. 
1 Step I: The
rst step generates a diuse pointcloud from the scene 
consisting out of surfels. 
2 Step II: The second step calculates the Global illumination with the 
help of the diuse pointcloud. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 8 / 41
Step I: Generation of the diuse pointcloud 
The diuse pointcloud is a point based representation of the re
ected 
direct light in the scene. This is achieved by discretizing the surface of the 
scene and approximate the re
ected diuse light of these surfaces through 
surfels. 
Figure: Diuse pointcloud of the demo scene. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 9 / 41
Step I: The Diuse surfels 
A surfel is a tiny colored disk representing the outgoing radiance of a tiny 
surface area. Therefore a surfel consists out of a: normal, radius, position 
and radiance value. 
Figure: Surfel representaton of the diuse teapot in the demo scene. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 10 / 41
Step II: Calculating the incoming indirect light 
Since the surfels in the diuse pointcloud represent the re
ected radiance 
from all of surfaces in the scene, the incoming indirect lighting of a certain 
point can be generated by projecting all the individual surfels on the 
hemisphere of that point. 
Figure: Point Based Global Illumination 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 11 / 41
Step II: Projection of the surfels 
During this projection process, overlapping of surfels has to be taken into 
account. A surfel will block the radiance from other distant overlapping 
surfels. 
Figure: Projection of overlapping 
surfels. 
Figure: 2D representation of the 
hemisphere of Figure 8 with the 
projected surfels. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 12 / 41
Step II: Convolution with the BRDF 
If all the incoming indirect (and direct) radiance in a point is known, one 
needs only to convolve the incoming radiance with the local BRDF to get 
the outgoing radiance to the camera. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 13 / 41
Rendering Equation PBGI 
More formally the PBGI algoritm calculates the outgoing radiance L(p; so) 
in point p in direction s0 according to the following formula [Daemen, 
2014]: 
L(p; so) = Le(p; so) + 
X 
q2Pd 
f(p; so ! sq) lb 
q V (p; q) G(p; q) 
+ ldirect(p; so): 
(1) 
lbp 
= lb1 
p + 
X 
q2Pd 
p lb1 
q V (p; q) G(p; q) 
l0 
p = ldirect(p; :::) 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 14 / 41
It can be shown [Daemen, 2014] that equation (1) can be derived from the 
rendering equation [Kajiya, 1986]: 
Ltot 
i (p) = 
Z 
S 
L(q;sq) G(p; q) d!sq : (2) 
This means that PBGI, as described here, is an unbiased algorithm for 
diuse scenes. The more surfels are generated, the more the approximate 
indirect lighting will convert to the real indirect lighting of the scene. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 15 / 41
Aproximated Point Based Global Illumination 
The unbiased PBGI algorithm is however very unpractical. The projection 
process on the hemispheres is complicated and slow. Therefore in practice, 
the Approximated PBGI algorithm is used. This algorithm adds the 
following alterations to the unbiased PBGI algorithm: 
Clustering of the surfels 
Projection on the hemisphere 
These alterations considerately speed up the algorithm but Approximated 
PBGI is no longer unbiased. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 16 / 41
Clustering of the surfels 
Projection of every individual surfel on every hemisphere would however 
take too much time. Distant surfels will be approximated by a clustered 
surfel, a surfel that combines dierent individual surfels or other smaller 
clustered surfels. These clustered surfels are generated in Step I and 
stored with the individual surfels in an octree hierarchy. 
Figure: Individual surfels. Figure: Single clustered 
surfel 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 17 / 41
During the projection process of Step II, a cutting algorithm traverses the 
octree hierarchy of the pointcloud and decides wich clustered or individual 
surfel to use. This decission is made based on the occupied solid angle of 
the surfel. 
Figure: Clustering pointcloud in octree 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 18 / 41
In the case that the radiance values of certain surfels are too dierent to 
be averaged out in a single radiance value, the radiance value of the 
clustered surfel will be represented through a spheric harmonic function. 
The radiance value of that clustered surfel will therefore be dependent on 
the direction it's viewed from, this increases accuracy. 
Figure: Approximate nodes in octree as a new surphel or spherical hormonical 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 19 / 41
Projection on the hemisphere 
Projecting surfels on a perfect hemisphere is a mathematical complex 
operations that requires the use of several computation heavy functions 
(e.g.: sin(), sqrt(), ...). This operation becomes even more unpractical 
when taking into account that overlapping surfels should be detected. 
The approximate PBGI algorithm of [Christensen, 2010a] will therefore use 
a microbuer as an approximation of the hemisphere. A microbuer can 
be viewed as 6 framebuers placed on the faces of an axis aligned cube. 
The surfels are projected on the pixels of the buers. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 20 / 41
The
nal outgoing radiance in the points of the microbuer can be 
calculated by convolving the local BRDF with the pixels of the microbuer. 
Figure: Microbuers displaying the surfel projections and their location in the scene. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 21 / 41
What makes approximate PBGI so popular? 
The main bene
ts of approximate PBGI are: 
Fast 
Relative Low memory 
No noise 
Handles complex geometry (hair, explosions, displacements, ...) 
In the following slides, we'll highlight the most common applications of 
Approximate PBGI ... 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 22 / 41
Application: Color Bleeding 
The most common application of PBGI is the calculation of the
rst 
bounce of diuse indirect light (Color Bleeding). 
Figure: Direct lighting Figure: 1st bounce indirect 
diuse lighting 
Figure: Demo scene with color 
bleeding 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 23 / 41
Application: Multiple bounces 
PBGI is not limited to single bounce indirect lighting, multiple bounces 
can be generated by projecting the pointclouds on themselves. 
Figure: Direct Figure: Direct + 1st 
bounce indirect 
lighting 
Figure: Direct + 1st 
and 2th bounce 
indirect lighting 
Figure: Direct + 1st, 
2th and 3th bounce 
indirect lighting 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 24 / 41
Application: Simulating area lights 
The surfels doesn't necessarily only have to represent the re
ecting 
radiance of surfaces, they can also represent emitting radiance. PBGI is 
therefore able to simulate area lights. 
Figure: Simulating area lights through the Stanford Bunny. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 25 / 41
Application: Final gather in photon maps 
The
nal gather step of the photon mapping algorithm can also be 
processed through PBGI. 
Figure: [Christensen, 2008], property of Pixar Inc.
R 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 26 / 41
Movie example: Bolt (2008) 
Figure: [Christensen, 2010b], property of Disney
R 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 27 / 41
Movie example: Up (2009) 
Figure: Point cloud from Up [Christensen, 2010b], property of Pixar Inc.
R 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 28 / 41
Movie example: Up (2009) 
Figure: Direct Illumination, [Christensen, 2010b], property of Pixar Inc.
R 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 29 / 41
Movie example: Up (2009) 
Figure: Global Illumination, [Christensen, 2010b], property of Pixar Inc.
R 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 30 / 41
Section III: Non Diuse Point Based Global 
Illumination 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 31 / 41
Disclaimer: 
This section gives a quick overview of some of my personal research and is 
not used in the industry at the moment. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 32 / 41
Nondiuse material and PBGI 
What happens when there's a nondiuse material in the scene? How will 
the surfels model the re
ected radiance? 
Figure: Re
ected radiance of surfel 
on diuse surface 
Figure: Re
ected radiance of surfel 
on nondiuse surface 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 33 / 41
The PBGI algorithm will approximate these surfaces with black surfels. 
These are surfels without any outgoing radiance, they can only block other 
surfels. The PBGI algoritm therefore ignores indirect light coming from 
nondiuse surfaces. 
Figure: Nondiuse surfels are approximated with black surfels. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 34 / 41
Nondiuse indirect light 
Figure: Direct lighting Figure: Diuse indirect lighting 
Figure: Nondiuse indirect lighting Figure: Total lighting 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 35 / 41
The Non Diuse PBGI algorithm 
The proposed NonDiuse Point Based Global Illumination (NDPBGI) 
algorithm will not ignore this indirect light coming from nondiuse 
surfaces through the help of nondiuse surfels. 
Nondiuse surfels are surfels that are able to express outgoing radiance 
that is dependent on the viewing direction. Their outgoing radiance can 
no longer be expressed through a single value but through a Hemispherical 
Radiance Approximation (HRA). 
A HRA is a function that returns the outgoing radiance of a surfel for a 
certain hemispherical direction. 
Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 36 / 41

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Introduction to Non Diffuse PBGI

  • 1. Point Based Global Illumination Karsten Daemen KU Leuven June 30, 2014 Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 1 / 41
  • 2. Table of Contents 1 Global Illumination 2 Point Based Global Illumination The algorithm Step I: Generation of the pointcloud Step II: Calculating the Global Illimunation Rendering Equation PBGI Approximated Point Based Global Illumination Clustering of the surfels Projection on the hemisphere Applications 3 Non Diuse Point Based Global Illumination Nondiuse material and PBGI The Non Diuse PBGI algorithm 4 References Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 2 / 41
  • 3. Section I: Global Illumination Figure: Image property of Disney/Pixar c [Seymour, 2012] Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 3 / 41
  • 4. Indirect Lighting Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 4 / 41
  • 5. Figure: Direct lighting only, image property of Dreamworks c [Krivanek et al., 2010] Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 5 / 41
  • 6. Figure: With indirect lighting, image property of Dreamworks c [Krivanek et al., 2010] Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 6 / 41
  • 7. Section II: Point Based Global Illumination Figure: Property of Disney/Pixar c [Christensen, 2010b] Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 7 / 41
  • 8. What is Point Based Global Illimination? A two step rendering algoritm to calculate the inderect lighting in a diuse scene. 1 Step I: The
  • 9. rst step generates a diuse pointcloud from the scene consisting out of surfels. 2 Step II: The second step calculates the Global illumination with the help of the diuse pointcloud. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 8 / 41
  • 10. Step I: Generation of the diuse pointcloud The diuse pointcloud is a point based representation of the re ected direct light in the scene. This is achieved by discretizing the surface of the scene and approximate the re ected diuse light of these surfaces through surfels. Figure: Diuse pointcloud of the demo scene. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 9 / 41
  • 11. Step I: The Diuse surfels A surfel is a tiny colored disk representing the outgoing radiance of a tiny surface area. Therefore a surfel consists out of a: normal, radius, position and radiance value. Figure: Surfel representaton of the diuse teapot in the demo scene. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 10 / 41
  • 12. Step II: Calculating the incoming indirect light Since the surfels in the diuse pointcloud represent the re ected radiance from all of surfaces in the scene, the incoming indirect lighting of a certain point can be generated by projecting all the individual surfels on the hemisphere of that point. Figure: Point Based Global Illumination Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 11 / 41
  • 13. Step II: Projection of the surfels During this projection process, overlapping of surfels has to be taken into account. A surfel will block the radiance from other distant overlapping surfels. Figure: Projection of overlapping surfels. Figure: 2D representation of the hemisphere of Figure 8 with the projected surfels. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 12 / 41
  • 14. Step II: Convolution with the BRDF If all the incoming indirect (and direct) radiance in a point is known, one needs only to convolve the incoming radiance with the local BRDF to get the outgoing radiance to the camera. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 13 / 41
  • 15. Rendering Equation PBGI More formally the PBGI algoritm calculates the outgoing radiance L(p; so) in point p in direction s0 according to the following formula [Daemen, 2014]: L(p; so) = Le(p; so) + X q2Pd f(p; so ! sq) lb q V (p; q) G(p; q) + ldirect(p; so): (1) lbp = lb1 p + X q2Pd p lb1 q V (p; q) G(p; q) l0 p = ldirect(p; :::) Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 14 / 41
  • 16. It can be shown [Daemen, 2014] that equation (1) can be derived from the rendering equation [Kajiya, 1986]: Ltot i (p) = Z S L(q;sq) G(p; q) d!sq : (2) This means that PBGI, as described here, is an unbiased algorithm for diuse scenes. The more surfels are generated, the more the approximate indirect lighting will convert to the real indirect lighting of the scene. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 15 / 41
  • 17. Aproximated Point Based Global Illumination The unbiased PBGI algorithm is however very unpractical. The projection process on the hemispheres is complicated and slow. Therefore in practice, the Approximated PBGI algorithm is used. This algorithm adds the following alterations to the unbiased PBGI algorithm: Clustering of the surfels Projection on the hemisphere These alterations considerately speed up the algorithm but Approximated PBGI is no longer unbiased. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 16 / 41
  • 18. Clustering of the surfels Projection of every individual surfel on every hemisphere would however take too much time. Distant surfels will be approximated by a clustered surfel, a surfel that combines dierent individual surfels or other smaller clustered surfels. These clustered surfels are generated in Step I and stored with the individual surfels in an octree hierarchy. Figure: Individual surfels. Figure: Single clustered surfel Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 17 / 41
  • 19. During the projection process of Step II, a cutting algorithm traverses the octree hierarchy of the pointcloud and decides wich clustered or individual surfel to use. This decission is made based on the occupied solid angle of the surfel. Figure: Clustering pointcloud in octree Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 18 / 41
  • 20. In the case that the radiance values of certain surfels are too dierent to be averaged out in a single radiance value, the radiance value of the clustered surfel will be represented through a spheric harmonic function. The radiance value of that clustered surfel will therefore be dependent on the direction it's viewed from, this increases accuracy. Figure: Approximate nodes in octree as a new surphel or spherical hormonical Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 19 / 41
  • 21. Projection on the hemisphere Projecting surfels on a perfect hemisphere is a mathematical complex operations that requires the use of several computation heavy functions (e.g.: sin(), sqrt(), ...). This operation becomes even more unpractical when taking into account that overlapping surfels should be detected. The approximate PBGI algorithm of [Christensen, 2010a] will therefore use a microbuer as an approximation of the hemisphere. A microbuer can be viewed as 6 framebuers placed on the faces of an axis aligned cube. The surfels are projected on the pixels of the buers. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 20 / 41
  • 22. The
  • 23. nal outgoing radiance in the points of the microbuer can be calculated by convolving the local BRDF with the pixels of the microbuer. Figure: Microbuers displaying the surfel projections and their location in the scene. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 21 / 41
  • 24. What makes approximate PBGI so popular? The main bene
  • 25. ts of approximate PBGI are: Fast Relative Low memory No noise Handles complex geometry (hair, explosions, displacements, ...) In the following slides, we'll highlight the most common applications of Approximate PBGI ... Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 22 / 41
  • 26. Application: Color Bleeding The most common application of PBGI is the calculation of the
  • 27. rst bounce of diuse indirect light (Color Bleeding). Figure: Direct lighting Figure: 1st bounce indirect diuse lighting Figure: Demo scene with color bleeding Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 23 / 41
  • 28. Application: Multiple bounces PBGI is not limited to single bounce indirect lighting, multiple bounces can be generated by projecting the pointclouds on themselves. Figure: Direct Figure: Direct + 1st bounce indirect lighting Figure: Direct + 1st and 2th bounce indirect lighting Figure: Direct + 1st, 2th and 3th bounce indirect lighting Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 24 / 41
  • 29. Application: Simulating area lights The surfels doesn't necessarily only have to represent the re ecting radiance of surfaces, they can also represent emitting radiance. PBGI is therefore able to simulate area lights. Figure: Simulating area lights through the Stanford Bunny. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 25 / 41
  • 30. Application: Final gather in photon maps The
  • 31. nal gather step of the photon mapping algorithm can also be processed through PBGI. Figure: [Christensen, 2008], property of Pixar Inc. R Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 26 / 41
  • 32. Movie example: Bolt (2008) Figure: [Christensen, 2010b], property of Disney R Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 27 / 41
  • 33. Movie example: Up (2009) Figure: Point cloud from Up [Christensen, 2010b], property of Pixar Inc. R Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 28 / 41
  • 34. Movie example: Up (2009) Figure: Direct Illumination, [Christensen, 2010b], property of Pixar Inc. R Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 29 / 41
  • 35. Movie example: Up (2009) Figure: Global Illumination, [Christensen, 2010b], property of Pixar Inc. R Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 30 / 41
  • 36. Section III: Non Diuse Point Based Global Illumination Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 31 / 41
  • 37. Disclaimer: This section gives a quick overview of some of my personal research and is not used in the industry at the moment. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 32 / 41
  • 38. Nondiuse material and PBGI What happens when there's a nondiuse material in the scene? How will the surfels model the re ected radiance? Figure: Re ected radiance of surfel on diuse surface Figure: Re ected radiance of surfel on nondiuse surface Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 33 / 41
  • 39. The PBGI algorithm will approximate these surfaces with black surfels. These are surfels without any outgoing radiance, they can only block other surfels. The PBGI algoritm therefore ignores indirect light coming from nondiuse surfaces. Figure: Nondiuse surfels are approximated with black surfels. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 34 / 41
  • 40. Nondiuse indirect light Figure: Direct lighting Figure: Diuse indirect lighting Figure: Nondiuse indirect lighting Figure: Total lighting Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 35 / 41
  • 41. The Non Diuse PBGI algorithm The proposed NonDiuse Point Based Global Illumination (NDPBGI) algorithm will not ignore this indirect light coming from nondiuse surfaces through the help of nondiuse surfels. Nondiuse surfels are surfels that are able to express outgoing radiance that is dependent on the viewing direction. Their outgoing radiance can no longer be expressed through a single value but through a Hemispherical Radiance Approximation (HRA). A HRA is a function that returns the outgoing radiance of a surfel for a certain hemispherical direction. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 36 / 41
  • 42. Since each nondiuse surfel has an HRA and there are several thousands nondiuse surfels in a pointcloud, an HRA must be: Compact, it may not take up much memory on the system. Fast, it has to be evaluated quickly. Accurate, it has to give an accurate approximation of the outgoing radiance of the surfel. These three conditions are con icting, trade os should be made. We developped an HRA based on Von Mises-Fischer distributions and used this in our future experiremts. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 37 / 41
  • 43. Calculating the non diuse indirect light A few examples of the calculated indirect light coming from non diuse surfaces by use of the Non Diuse PBGI algorihm: Figure: Indirect non diuse lighting Figure: Total lighting Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 38 / 41
  • 44. Figure: Indirect non diuse lighting Figure: Diuse indirect lighting Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 39 / 41
  • 45. Figure: Indirect non diuse lighting Figure: Diuse indirect lighting Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 40 / 41
  • 46. References P Christensen. Point-based approximate color bleeding. Pixar Technical Notes, 2(5):6, 2008. Per H. Christensen. Point-based global illumination for movie production. SIGGRAPH Comput. Graph., July 2010a. Per H. Christensen. Point-based global illumination for movie production, August 2010b. URL http://graphics.pixar.com/library/PointBasedGlobalIlluminationForMovieProduction/Slides.pdf. K. Daemen. Punt-gebaseerde globale belichting voor niet-diuse scenes. June 2014. James T. Kajiya. The rendering equation. SIGGRAPH Comput. Graph., 20(4):143{150, August 1986. ISSN 0097-8930. doi: 10.1145/15886.15902. Jaroslav Krivanek, Marcos Fajardo, Per H Christensen, Eric Tabellion, Michael Bunnell, David Larsson, Anton Kaplanyan, B Levy, and RH Zhang. Global illumination across industries. SIGGRAPH Courses, 2010. Mike Seymour. The art of rendering (updated), 2012. URL http://www.fxguide.com/featured/the-art-of-rendering/. Karsten Daemen (KU Leuven) Point Based Global Illumination June 30, 2014 41 / 41