We made an interactive relighting system based on traditional deep framebuffer. One limitation of deep framebuffer approach is it requires caching process whenever user wants to change viewpoint. To provide dynamic view the system employs deferred shading technique so that it can generate deep framebuffer in realtime.
Although deferred shading is very common technique in realtime rendering, it is difficult to use it simply to preview a software rendering. Since a shader of the software renderer can has an arbitrary complexity, it is impossible to emulate that perfectly in GPU shader program. Moreover, a 3D scene in real content production contains a huge amount of textures, which is difficult for realtime rendering.
We use a pre-evaulated view-independent shader cache and realtime wavelet transform to overcome those two problems. All shading parameters are evaluated and stored in 2D images, and then compressed by wavelet transform. We reconstruct caches in realtime by applying inverse wavelet transform on GPU, then perform a deferred shading rendering in traditional way.
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