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Our interactive global illumination solution is based on the Direct-to-Indirect Transfer (DTIT) algorithm [1]. In this section, we describe the differences of our solution from the original algorithm. Please refer to the original paper for more details. Haˇsan et al. encode the light transfer from gather samples to view samples using three matrices (the multibounce matrix, and the final gather matrices for the diffuse and glossy components). Instead of this separation, our solution uses the ‘one-pass formulation ’ of the DTIT algorithm as described in Section 3.3 of the original paper. That is to say, we encode the light transfer using a single matrix T: v = Tg = (TW T) · (Wg) = T w g w, (1) where v is the vector of indirect illumination for individual image pixels, g is the vector of diffuse direct illumination on gather samples distributed on all scene surfaces, T is the transfer matrix, and W is the Haar wavelet basis matrix (i.e. T w denotes the transfer matrix where all rows are projected onto the Haar wavelet basis, and g w is the Haar wavelet basis projection of g). Please note that while in the original algorithm the v vector represents illumination at view samples located in the scene, in our approach it contains the actual pixel values. This formulation has a big advantage because it allows us to encode antialiasing (in addition to light transfer) in the T matrix. Being able to bake antialiasing into the transfer matrix was the primary reason for dropping the diffuse and glossy component separation in the final-gather matrix, and, as a consequence, als

Year: 2014

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