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Visualizing building interiors using virtual windows

Published: 24 November 2014 Publication History

Abstract

The feature film "Big Hero 6" is set in a fictional city with numerous scenes encompassing hundreds of buildings. The objects visible inside the windows, especially during nighttime, play a vital role in portraying the realism of the scene. Unfortunately, it can be expensive to individually model each room in every building. Thus, the production team needed a way to render building interiors with reasonable parallax effects, without adding geometry in an already large scene. This paper describes a novel building interior visualization system using a Virtual Window Shader (Shader) written for a ray-traced global illumination (GI) multi-bounce renderer [Eisenacher et al. 2013]. The Shader efficiently creates an illusion of geometry and light sources inside building windows using only pre-baked textures.

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cover image ACM Other conferences
SA '14: SIGGRAPH Asia 2014 Technical Briefs
November 2014
72 pages
ISBN:9781450328951
DOI:10.1145/2669024
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 24 November 2014

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Author Tags

  1. building interior visualization
  2. depth
  3. global illumination
  4. parallax mapping
  5. pre-baked textures
  6. shader
  7. texture mapping
  8. volume rendering

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SA'14
SA'14: SIGGRAPH Asia 2014
December 3 - 6, 2014
Shenzhen, China

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