metric complexity has only a small influence on the
framerate. Environmental complexity has a more no-
ticeable influence, but scales well with the number of
peaks.
8 CONCLUSION
We have presented a unique combination of tech-
niques to allow real-time triple product rendering
where all three factors are dynamic. We use spherical
Gaussians to represent the incoming light, the BRDF
lobes and the visibility over a solid angle. This rep-
resentation enables efficient light integration on the
GPU. Important regions of visibility detail is cone
traced using an adaptive subsampling scheme. Fur-
thermore, peak detection is used to trace complex area
shadows. We have shown in the previous section that
the three factors of material, visibility and lighting are
dynamic and can be updated in real-time. We there-
fore combine all features of previous techniques as
listed in Table 1. We explained how we use cone trac-
ing to support dynamic scenes. Note that our tech-
nique inherits some of the difficulties of cone tracing
with respect to the handling of large scenes as well as
well as thin geometry. This is because our current 3D
texture voxelization is not sparse. This limitation will
be overcome by the new partially resident textures on
new GPUs (Sellers, 2013). A second limitation is the
amount of visibility cones. Each new visibility cone
introduces a new triple product calculation. The visi-
bility subsampling scheme together with the peak de-
tection algorithm will limit the amount of visibility
Gaussians. However, environment maps filled with
different small HDR light sources will influence the
rendering performance.
ACKNOWLEDGEMENTS
This work has been made possible by the Fund for
Scientific Research-Flanders (FWO-V Remixing re-
ality) and with the help of a PhD specialization bur-
sary from the IWT. The authors acknowledge finan-
cial support from the European Commission (FP7 IP
SCENE).
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