Canned Lightsources

  • Wolfgang Heidrich
  • Jan Kautz
  • Philipp Slusallek
  • Hans-Peter Seidel
Part of the Eurographics book series (EUROGRAPH)


Complex luminaries and lamp geometries can greatly increase the realism of synthetic images.

Unfortunately, the correct rendering of illumination from complex lamps requires costly global illumination algorithms to simulate the indirect illumination reflected or refracted by parts of the lamp. Currently, this simulation has to be repeated for every scene in which a lamp is to be used, and even for multiple instances of a lamp within a single scene.

In this paper, we separate the global illumination simulation of the interior lamp geometry from the actual scene rendering. The lightfield produced by a given lamp is computed using any of the known global illumination algorithms. Afterwards, a discretized version of this lightfield is stored away for later use as a lightsource. We describe how this data can be efficiently utilized to illuminate a given scene using a number of different rendering algorithms, such as ray-tracing and hardware-based rendering.


Computer Graphic Global Illumination High Dynamic Range Image Lamp Manufacturer Interactive Rendering 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    B. Arnaldi, X. Pueyo, and J. Vilaplana. On the division of environments by virtual walls for radiosity computation. In Photorealistic Rendering in Computer Graphics, pages 198–205, May 1991.Google Scholar
  2. 2.
    I. Ashdown. Near-Field Photometry: A New Approach. Journal of the Illuminating Engineering Society, 22(1): 163–180, Winter 1993.Google Scholar
  3. 3.
    R. Bastos. Efficient radiosity rendering using textures and bicubic reconstruction. In Symposium on Interactive 3D Graphics. ACM Siggraph, 1997.Google Scholar
  4. 4.
    G. Drettakis and F. Sillion. Intaractive update of global illumination using a line-space hierarchy. Computer Graphics (SIGGRAPH’ 97 Proceedings), pages 57–64, August 1997.Google Scholar
  5. 5.
    A. Fournier. From local to global and back. In Rendering Techniques’ 95, pages 127–136, June 1995.Google Scholar
  6. 6.
    S. J. Gortler, R. Grzeszczuk, R. Szelinski, and M. F. Cohen. The Lumigraph. In Computer Graphics (SIGGRAPH’ 96 Proceedings), pages 43–54, August 1996.Google Scholar
  7. 7.
    G. Greger, P. Shirley, P. Hubbard, and D. P. Greenberg. The irradiance volume. IEEE Computer Graphics and Applications, 18(2): 32–43, March 1998.CrossRefGoogle Scholar
  8. 8.
    A. Keller. Instant radiosity. Computer Graphics (SIGGRAPH’ 97 Proceedings), pages 49–56, August 1997.Google Scholar
  9. 9.
    M. Levoy and P. Hanrahan. Light field rendering. Computer Graphics (SIGGRAPH’ 96 Proceedings), pages 31–45, August 1996.Google Scholar
  10. 10.
    R. Lewis and A. Fournier. Light-driven global illumination with a wavelet representation of light transport. In Rendering Techniques’ 96, pages 11–20, June 1996.Google Scholar
  11. 11.
    M. Segal, C. Korobkin, R. van Widenfelt, J. Foran, and P. Haeberli. Fast shadow and lighting effects using texture mapping. Computer Graphics (SIGGRAPH’ 92 Proceedings), 26(2):249–252, July 1992.CrossRefGoogle Scholar
  12. 12.
    F. Sillion and C. Puech. Radiosity & Global Illumination. Morgan Kaufmann, 1994.Google Scholar
  13. 13.
    P. Slusallek, M. Stamminger, W. Heidrich, J.-C. Popp, and H.-P. Seidel. Composite lighting simulations with lighting networks. IEEE Computer Graphics and Applications, 18(2):22–31, March 1998.CrossRefGoogle Scholar
  14. 14.
    W. Stürzlinger and R. Bastos. Interactive rendering of globally illuminated glossy scenes. In Rendering Techniques’ 97, pages 93–102, 1997.Google Scholar
  15. 15.
    B. Walter, G. Alppay, E. Lafortune, S. Fernandez, and D. P. Greenberg. Fitting virtual lights for non-diffuse walkthroughs. Computer Graphics (SIGGRAPH’ 97 Proceedings), pages 45–48, August 1997.Google Scholar
  16. 16.
    G. Ward. The RADIANCE lighting simulation and rendering system. Computer Graphics (SIGGRAPH’ 94 Proceedings), pages 459–472, July 1994.Google Scholar
  17. 17.
    G. Ward Larson. LogLuv encoding for TIFF images. Technical report, Silicon Graphics, 1997. Scholar

Copyright information

© Springer-Verlag Wien 1998

Authors and Affiliations

  • Wolfgang Heidrich
    • 1
  • Jan Kautz
    • 1
  • Philipp Slusallek
    • 1
  • Hans-Peter Seidel
    • 1
  1. 1.Computer Graphics GroupUniversity of ErlangenErlangenGermany

Personalised recommendations