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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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17. Real-Time Distant Light Filtering Using Gaussian Mixture Model

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17.   Real-Time Distant Light Filtering Using Gaussian Mixture Model

Özkan Anıl Töral

Department of Computer Engineering Yaşar University, Turkey ozkantoral@gmail.com

Serkan Ergun

International Computer Institute Ege University, Turkey serkan.ergun@ege.edu.tr

Aydın Öztürk

Department of Computer Engineering İzmir University, Turkey aydin.ozturk@izmir.edu.tr

Abstract—We propose a novel real-time rendering technique using GMM for environment lighting. We represent isotropic and anisotropic BRDF using sum of SG fitted by EM algorithm, which provide an accurate approximation with acceptable number of lobes. To suppress the approximation errors, we use GPU generated MIP-maps for filtering environment maps that does not require a pre-computation. MIP-mapped lookup is performed with the size of SG lobes to make filtering efficient. Based on empirical results, it is shown that both isotropic and anisotropic reflectances can be handled in real-time using our technique.

Keywords— Real-time Rendering; Precomputed Radiance Transfer; Spherical Gaussian



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