Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs

This paper presents a novel PRT-based method that uses precomputed visibility cuts for interactive relighting with all-frequency environment maps and arbitrary dynamic BRDFs. Our method is inspired by the recent Lightcuts approach [24] and we parameterize distant environment lighting onto uniformly distributed sample points over the sphere. Using a binary tree structure of the points, we precompute and approximate each vertex's visibility function into clusters that we call the precomputed visibility cuts. These cuts are iteratively selected with bounded approximation error and confined cluster size. At run-time, a GPU-based relighting algorithm quickly computes the view-dependent shading color by accessing a dynamically built light tree, the precomputed visibility cuts, and a direct sampling of an arbitrary BRDF using each visibility cluster's average direction and the dynamic view direction. Compared to existing PRT techniques, our method guarantees uniform sampling of the lighting, requires no precomputed BRDF data, and can be easily extended to handle one-bounce glossy indirect transfer effects in real-time.

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