srbf version 1.0
Designed and Developed by:
T. Y. Ho
- Unlike the complex spherical harmonics, a spherical radial basis function (SRBF) lighting framework is introduced to achieve real-time ultra-realistic rendering. It is mathematical simpler, intuitive, computational efficient and easy to learn. Its visual quality is comparable to spherical harmonics.
- For more information about the brief idea of SRBF, please refer to our GDC 2007 presentaton. For further references, please refer to the related publication at the bottom of this page.
- "All-Frequency Lighting with Multiscale Spherical Radial Basis Function",
P. M. Lam, T. Y. Ho, C. S. Leung and T. T. Wong,
IEEE Transactions on Visualization and Computer Graphics, Vol. 16, No. 1, January/February 2010, pp. 43-56.
- "Efficient Relighting of RBF based Illumination Adjustable Images",
C. S. Leung, T. Y. Ho, P. M. Lam and T. T. Wong,
IEEE Transactions on Neural Networks, Vol. 20, No. 12, December 2009, pp. 1987-1993.
- " Is There Anything Comparable to Spherical Harmonics But Simpler",
T. T. Wong and C. S. Leung,
in Game Developers Conference 2007 (GDC2007), San Francisco, California, USA, March 2007.
- "An RBF-based Image Compression Method for Image-based Rendering",
C. S. Leung, T. T. Wong, P. M. Lam and K. H. Choy,
IEEE Transactions on Image Processing, Vol. 15, No. 4, April 2006, pp. 1031-1041.
- "Lighting Precomputation Using the Relighting Map",
T. T. Wong, C. S. Leung and K. H. Choy,
Shader X3: Advanced Rendering with Direct X and OpenGL, Edited by W. Engel, Charles River Media, 2005, pp. 379-392.
Home Copyright © 1996-2012 Tien-Tsin Wong. All rights reserved.