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Conference Paper

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

MPS-Authors

Dmitriev,  Kirill
Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44022

Annen,  Thomas
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44842

Krawczyk,  Grzegorz
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45095

Myszkowski,  Karol
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

Lau,  Rynson
Max Planck Society;

Baciu,  George
Max Planck Society;

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Citation

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 ACM Symposium on Virtual Reality Software and Technology (VRST 2004) (pp. 137-145). New York, USA: ACM.


Cite as: http://hdl.handle.net/11858/00-001M-0000-000F-29FF-A
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.