As the demand for realism in computer graphics grows, the proper account of indirect lighting in image synthesis applications becomes more and more important. However, limitations in available processing power make full solution to Kajiya's rendering equation largely intractable and stimulate research in irradiance interpolation schemes. In this paper we introduce a quality refinement to Ward's classic irradiance caching method by placing irradiance sampling points more efficiently. We describe implementation of improved technique in our global illumination framework and compare it quality- and performance-wise with the original interpolation algorithm and with the full solution
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