When designing lighting for outdoor scenes, area lights can represent distant sources such as the sun and sky with greater shading fidelity than is possible with simple directional or hemispherical lights, but the combination of dynamic area light sources and complex BRDFs is challenging to render efficiently in real-time. Prefiltered reflection maps are a popular solution to this problem, but for applications which need a wide variety of light sources and materials, the texture data requirements of cubic reflection maps can be prohibitive in terms of memory overhead and render efficiency. In addition, traditional environment map representations are difficult for artists to directly paint and refine for use in scene lighting.
%0 Conference Paper
%1 Stone:2009
%A Stone, Jonathan
%B SIGGRAPH 2009: Talks
%C New York, NY, USA
%D 2009
%I ACM
%K envmaps reflection short
%P 24:1--24:1
%R 10.1145/1597990.1598014
%T Radially-symmetric Reflection Maps
%X When designing lighting for outdoor scenes, area lights can represent distant sources such as the sun and sky with greater shading fidelity than is possible with simple directional or hemispherical lights, but the combination of dynamic area light sources and complex BRDFs is challenging to render efficiently in real-time. Prefiltered reflection maps are a popular solution to this problem, but for applications which need a wide variety of light sources and materials, the texture data requirements of cubic reflection maps can be prohibitive in terms of memory overhead and render efficiency. In addition, traditional environment map representations are difficult for artists to directly paint and refine for use in scene lighting.
%@ 978-1-60558-834-6
@inproceedings{Stone:2009,
abstract = {When designing lighting for outdoor scenes, area lights can represent distant sources such as the sun and sky with greater shading fidelity than is possible with simple directional or hemispherical lights, but the combination of dynamic area light sources and complex BRDFs is challenging to render efficiently in real-time. Prefiltered reflection maps are a popular solution to this problem, but for applications which need a wide variety of light sources and materials, the texture data requirements of cubic reflection maps can be prohibitive in terms of memory overhead and render efficiency. In addition, traditional environment map representations are difficult for artists to directly paint and refine for use in scene lighting.},
acmid = {1598014},
added-at = {2015-09-25T00:42:34.000+0200},
address = {New York, NY, USA},
articleno = {24},
author = {Stone, Jonathan},
biburl = {https://www.bibsonomy.org/bibtex/218b7f617b2d40d3f82cdd36f72994c5d/ledood},
booktitle = {SIGGRAPH 2009: Talks},
description = {Radially-symmetric reflection maps},
doi = {10.1145/1597990.1598014},
interhash = {6de33d8a84ee63150c335357bd47cbc7},
intrahash = {18b7f617b2d40d3f82cdd36f72994c5d},
isbn = {978-1-60558-834-6},
keywords = {envmaps reflection short},
location = {New Orleans, Louisiana},
numpages = {1},
pages = {24:1--24:1},
publisher = {ACM},
series = {SIGGRAPH '09},
timestamp = {2016-04-29T15:56:45.000+0200},
title = {Radially-symmetric Reflection Maps},
year = 2009
}