srbf version 0.9 (Available in mid May 2007)
Designed and Developed by:
Tien-Tsin Wong
Chi-Sing Leung
Ping-Man Lam
T. Y. Ho
Introduction
- 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.
Download
The demo source code will be available for download in May 2007. Please come back again at that time.
Related Publications
- " 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.
Contact Person
Home Copyright © 1996-2007 Tien-Tsin Wong. All rights reserved.
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