About: High-dynamic-range rendering is a research topic. Over the lifetime, 44 publications have been published within this topic receiving 2695 citations. The topic is also known as: HDRR & HDR rendering.
TL;DR: The work presented in this paper leverages the time-tested techniques of photographic practice to develop a new tone reproduction operator and uses and extends the techniques developed by Ansel Adams to deal with digital images.
Abstract: A classic photographic task is the mapping of the potentially high dynamic range of real world luminances to the low dynamic range of the photographic print. This tone reproduction problem is also faced by computer graphics practitioners who map digital images to a low dynamic range print or screen. The work presented in this paper leverages the time-tested techniques of photographic practice to develop a new tone reproduction operator. In particular, we use and extend the techniques developed by Ansel Adams to deal with digital images. The resulting algorithm is simple and produces good results for a wide variety of images.
TL;DR: An overview of the state‐of‐the‐art in this field is given, and a categorization and comparison of current methods are presented, which gives an overview of which technique is best suited to a specific problem.
Abstract: Photo-realistic rendering of virtual objects into real scenes is one of the most important research problems in computer graphics. Methods for capture and rendering of mixed reality scenes are driven by a large number of applications, ranging from augmented reality to visual effects and product visualization. Recent developments in computer graphics, computer vision, and imaging technology have enabled a wide range of new mixed reality techniques including methods for advanced image based lighting, capturing spatially varying lighting conditions, and algorithms for seamlessly rendering virtual objects directly into photographs without explicit measurements of the scene lighting. This report gives an overview of the state-of-the-art in this field, and presents a categorization and comparison of current methods. Our in-depth survey provides a tool for understanding the advantages and disadvantages of each method, and gives an overview of which technique is best suited to a specific problem.
TL;DR: We present a graph traversal optimization problem that first builds out-of-core lights and geometry data into a graph, and then guides shading computations by finding shortest path to visit all vertices in the graph.
TL;DR: This paper proposes a global illumination approach for dynamic scenes that runs at near-real-time frame rates on a single PC and is inspired by the principles of hierarchical radiosity and tackles the visibility problem by implicitly evaluating mutual visibility while constructing a hierarchical link structure between scene elements.
Abstract: Rendering global illumination effects for dynamic scenes at interactive frame rates is a computationally challenging task. Much of the computation time needed is spent during visibility queries between individual scene elements, and it is almost illusive to update this information at realtime even for moderately complex scenes. In this paper, we propose a global illumination approach for dynamic scenes that runs at near-real-time frame rates on a single PC. Our method is inspired by the principles of hierarchical radiosity and tackles the visibility problem by implicitly evaluating mutual visibility while constructing a hierarchical link structure between scene elements. By means of the same efficient and easy-to-implement framework, we are able to reproduce a large variety of complex lighting effects for moderately sized scenes, such as interreflections, environment map lighting as well as area light sources.
TL;DR: An algorithm for one such system to parallelize contributions from arbitrary numbers of OpenGL lights, for example to compute approximate soft shadows by sampling area light sources is introduced.
Abstract: Recently several distributed rendering systems have been developed that exploit a cluster of commodity computers by connecting host graphics cards over a fast network to form a compositing pipeline. This paper introduces an algorithm for one such system to parallelize contributions from arbitrary numbers of OpenGL lights, for example to compute approximate soft shadows by sampling area light sources. The algorithm renders multiple shadow maps across nodes of the cluster by factoring the OpenGL lighting equation into illumination and material properties. Additional parallelism is achieved by utilizing multiple texture units within each graphics card. Illumination by L point sources can be rendered by (L/K) + 1 nodes where K is the number of texture units on each graphics card. For walkthrough applications each node requires a single rendering pass, while for scenes with dynamic lights or geometry K+ 1 passes are needed per node. We present results using fragment shaders on nVidia Ge- Force4 Ti4600 and ATI Radeon 8500 graphics cards, and a cycle-accurate simulation of the compositing operators. These results show interactive frame rates for walkthroughs and dynamic models rendering shadows with 32 light sources on 9 nodes of a Sepia-2a distributed rendering cluster.