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  A CAVE System for Interactive Modeling of Global Illumination in Car Interior

Dmitriev, K., Annen, T., Krawczyk, G., Myszkowski, K., & Seidel, H.-P. (2004). A CAVE System for Interactive Modeling of Global Illumination in Car Interior. In R. Lau, & G. Baciu (Eds.), Proceedings of the ACM Symposium on Virtual Reality Software and Technology (pp. 137-145). New York, USA: ACM.

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 Creators:
Dmitriev, Kirill1, Author
Annen, Thomas2, Author           
Krawczyk, Grzegorz2, Author           
Myszkowski, Karol2, Author           
Seidel, Hans-Peter2, Author                 
Affiliations:
1Max Planck Society, ou_persistent13              
2Computer Graphics, MPI for Informatics, Max Planck Society, ou_40047              

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 Abstract: Global illumination dramatically improves realistic appearance
of rendered scenes, but usually it is neglected in VR systems
due to its high costs. In this work we present an efficient
global illumination solution specifically tailored for those CAVE
applications, which require an immediate response for dynamic light
changes and allow for free motion of the observer, but involve scenes
with static geometry. As an application example we choose
the car interior modeling under free driving conditions.
We illuminate the car using dynamically changing High Dynamic Range
(HDR) environment maps and use the Precomputed Radiance Transfer (PRT)
method for the global illumination computation. We
leverage the PRT method to handle scenes with non-trivial topology
represented by complex meshes. Also, we propose a hybrid of
PRT and final gathering approach for high-quality rendering
of objects with complex Bi-directional Reflectance Distribution
Function (BRDF). We use
this method for predictive rendering of the navigation LCD panel
based on its measured BRDF. Since the global illumination
computation leads to HDR images we propose a tone mapping
algorithm tailored specifically for the CAVE. We employ
head tracking to identify the observed screen region
and derive for it proper luminance adaptation conditions,
which are then used for tone mapping on all walls in the CAVE.
We distribute our global illumination and tone mapping computation
on all CPUs and GPUs available in the
CAVE, which enables us to achieve interactive performance
even for the costly final gathering approach.

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Language(s): eng - English
 Dates: 2005-04-272004
 Publication Status: Issued
 Pages: -
 Publishing info: -
 Table of Contents: -
 Rev. Type: -
 Identifiers: eDoc: 231986
Other: Local-ID: C125675300671F7B-9738E2CF6F79F214C1256F5E004819E6-dmitriev04acs
DOI: 10.1145/1077534.1077560
BibTex Citekey: Dmitriev-et-al_VRST04
 Degree: -

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Title: ACM Symposium on Virtual Reality Software and Technology 2004
Place of Event: Hong Kong
Start-/End Date: 2004-11-10 - 2004-11-12

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Title: Proceedings of the ACM Symposium on Virtual Reality Software and Technology
  Abbreviation : VRST 2004
Source Genre: Proceedings
 Creator(s):
Lau, Rynson1, Editor
Baciu, George1, Editor
Affiliations:
1 External Organizations, ou_persistent22            
Publ. Info: New York, USA : ACM
Pages: - Volume / Issue: - Sequence Number: - Start / End Page: 137 - 145 Identifier: ISBN: 978-1-58113-907-5