Skip to main content

Using Irradiance Environment Map on GPU for Real-Time Composition

  • Conference paper
Advances in Multimedia Information Processing – PCM 2007 (PCM 2007)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4810))

Included in the following conference series:

  • 1168 Accesses

Abstract

For the seamless integration of synthetic objects within video images, generating consistent illumination is critical. This paper presents an interactive rendering system using a Graphics Process Unit-based (GPU) irradiance environment map. A camcorder with a fisheye lens captures environmental information and constructs the environment map in real-time. The pre-filtering method, which approximates the irradiance of the scene using 9 parameters, renders diffuse objects within real images. This proposed interactive common illumination system based on the GPU can generate photo-realistic images at 18 ~ 20 frames per second.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Fournier, A., Gunawan, A., Romanzin, C.: Common illumination between real and computer generated scenes. In: Proc. of Graphics Interface, pp. 254–262 (1993)

    Google Scholar 

  2. Szirmay-Kalos, L., Szécsi, L., Sbert, M.: GPUGI: Global illumination effects on the GPU. Eurographics Tutorial (2006)

    Google Scholar 

  3. Greene, N.: Environment mapping and other applications of world projections. IEEE Computer Graphics and Applications 6(11), 21–29 (1986)

    Article  Google Scholar 

  4. Kautz, J., Vazquez, P., Heidrich, W., Seidel, H.P.: A unified approach to prefiltered environment maps. In: EuroGraphics Rendering Workshop, pp. 185–196 (2000)

    Google Scholar 

  5. Ramamoorthi, R., Hanrahan, P.: An efficient representation for irradiance environment maps. In: Proc. of SIGGRAPH, pp. 497–500 (2001)

    Google Scholar 

  6. Kautz, J., Daubert, K., Seidel, H.P.: Advanced environment mapping in VR applications. Computers & Graphics 28, 99–104 (2004)

    Article  Google Scholar 

  7. King, G.: Real-time computation of dynamic irradiance environment maps; GPU Germs, vol. 2(4), pp. 98–105. Addison-Wesley Professional, London, UK (2005)

    Google Scholar 

  8. Havran, V., Smyk, M., Myszkowski, K., Seidel, H.P.: Interactive system for dynamic scene lighting using captured video environment maps. In: Proc. of Eurographics Symposium on Rendering, pp. 31–42 (2005)

    Google Scholar 

  9. Ramamoorthi, R., Hanrahan, P.: Frequency space environment map rendering. In: Proc. of SIGGRAPH, pp. 517–526 (2002)

    Google Scholar 

  10. Dempski, K., Viale, E.: Spherical harmonic lighting; advanced lighting and materials with shaders, pp. 157–210. Wordware Publishing, Inc. (2005)

    Google Scholar 

  11. Fernando, R., Kilgard, M.: Environment mapping techniques. The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics. Addison-Wesley Professional, pp. 169–197 (2003)

    Google Scholar 

  12. Kannala, J., Brandt, S.: A generic camera calibration method for fish-eye lenses. In: Proc. Of ICPR, vol. 1, pp. 10–13 (2004)

    Google Scholar 

  13. Bjorke, K.: Image-based lighting. GPU Germs, vol. 1, pp. 307–321. Addison-Wesley Professional, London, UK (2004)

    Google Scholar 

  14. OpenGL.org.: The Framebuffer, http://www.rush3d.com/reference/opengl-redbook-1.1/chapter10.html

  15. Shreiner, D., Woo, M., Neider, J., Davis, T.: OpenGL Programming Guide. Addison-Wesley Professional, London, UK (2005)

    Google Scholar 

  16. Göddeke, D.: GPGPU Reduction Tutorial, http://www.mathematik.uni-dortmund.de/~goeddeke/gpgpu/tutorial2.html

  17. Kim, J., Hong, H.: Plastic fairy. Seoul International Cartoon & Animation Festival, Seoul Korea (May 23-27, 2007)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Horace H.-S. Ip Oscar C. Au Howard Leung Ming-Ting Sun Wei-Ying Ma Shi-Min Hu

Rights and permissions

Reprints and permissions

Copyright information

© 2007 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Kim, J., Hwang, Y., Hong, H. (2007). Using Irradiance Environment Map on GPU for Real-Time Composition. In: Ip, H.HS., Au, O.C., Leung, H., Sun, MT., Ma, WY., Hu, SM. (eds) Advances in Multimedia Information Processing – PCM 2007. PCM 2007. Lecture Notes in Computer Science, vol 4810. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-77255-2_86

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-77255-2_86

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-77254-5

  • Online ISBN: 978-3-540-77255-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics