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Real-Time Lighting Effects for Consumer-Grade Mobile Graphics Hardware

Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

Abstract

Developing 3D graphics applications on consumer-grade mobile devices recently leads to a growing research interest. However, the limited computational and memory storage capacity of mobile devices makes it unsuitable to directly apply widely used rendering algorithms such as Precomputed Radiance Transfer algorithms and ray tracing algorithms, which require high computational cost and memory storage to provide visually appealing rendering results. In this paper, we present a framework for real-time rendering lighting effects for consumer-grade mobile devices. Our framework uses the shadow mapping algorithm, Concentric spherical representation, to generate soft shadows and seamless dual paraboloid map mipmap to store shadow maps. By utilizing the advantages of these two algorithms, we can real time render visually appealing soft shadows from multiple omnidirectional light sources for animated models on mobile devices. We also present a method to divide environment map lighting into several omnidirectional light sources, allowing us to use a bunch of shadow maps to approximate the shadows from environment map lighting. The rendering results show that our method can render visually appealing lighting effects, i.e. reflection effects and soft shadows, from the environment map lighting for animated models in real-time on consumer-grade mobile devices. © 2023 IEEE.
Original languageEnglish
Pages (from-to)338-349
JournalIEEE Transactions on Consumer Electronics
Volume70
Issue number1
Online published3 Nov 2023
DOIs
Publication statusPublished - Feb 2024

Funding

This work was supported in part by the Innovation and Technology Fund Projects under Grant ITS/065/21, and in part by the Internal Grant from City University of Hong Kong under Grant 9678295.

Research Keywords

  • dual paraboloid map
  • Mobile device
  • real time soft shadows

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