Home News About Us Contact Contributors Disclaimer Privacy Policy Help FAQ

Quick Search
My eDoc
Session History
Support Wiki
Direct access to
document ID:

          Institute: MPI für Informatik     Collection: Computer Graphics Group     Display Documents

ID: 231316.0, MPI für Informatik / Computer Graphics Group
A CAVE System for Interactive Modeling of Global Illumination in Car Interior
Authors:Dmitriev, Kirill; Annen, Thomas; Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-Peter
Editors:Lau, Rynson; Baciu, George
Place of Publication:New York, USA
Date of Publication (YYYY-MM-DD):2004
Title of Proceedings:ACM Symposium on Virtual Reality Software and Technology (VRST 2004)
Start Page:137
End Page:145
Place of Conference/Meeting:Hong Kong
(Start) Date of Conference/Meeting
Audience:Experts Only
Intended Educational Use:No
Abstract / Description: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.
Last Change of the Resource (YYYY-MM-DD):2005-04-27
External Publication Status:published
Document Type:Conference-Paper
Communicated by:Hans-Peter Seidel
Affiliations:MPI für Informatik/Computer Graphics Group
The scope and number of records on eDoc is subject to the collection policies defined by each institute - see "info" button in the collection browse view.