Figure 4 - uploaded by Jonathan Metzgar
Content may be subject to copyright.
6: Different amounts of turbulence cause the torch to appear as a simple flame to a wild flame. From left to right, the turbulence factor is 0.0, 0.33, 0.67, and 1.0. 

6: Different amounts of turbulence cause the torch to appear as a simple flame to a wild flame. From left to right, the turbulence factor is 0.0, 0.33, 0.67, and 1.0. 

Source publication
Thesis
Full-text available
In this thesis, a new way to approximate the environmental lighting due to fire flicker using a procedurally generated radiance map is presented. This local dynamic radiance map is projected from the fire source through a cube texture outwards toward the surrounding environment. To achieve realistic results, we have chosen some global illumination...

Similar publications

Article
Full-text available
In school buildings, natural light has considerable physiological benefits, and increases energy efficiency while reducing the operational energy consumption of buildings. It is thus crucial to maximize the amount of daylight, as well as to improve its quality, in educational premises. In Italy and other European countries, many historic buildings...

Citations

... The term anisotropic means that intensity is variable according to outgoing angle versus isotropic which has only one intensity equal in every direction. We have shown in our earlier work on Local Dynamic Radiance Maps (LDRMs) [Met11,MS12] that modeling macroscopic scattering effects of local light sources increases the complexity of lighting in a direct illumination simulation. ...
... For example, imagine a police car with spinning red and blue lights. This use case inspired our previous work on local dynamic radiance maps[Met11,MS12]. The emphasis on light probes has been to simulate indirect illumination with the basis that the light probe surrounds the object. ...
Thesis
Full-text available
Global illumination that is based on physically based reflectance models using unbiased statistical path tracing methods remains the best way to simulate a realistic image, but only a few types of simple scenes can be used interactively. The alternative is to produce an estimate of the indirect illumination. Several methods such as virtual point lights (VPL), irradiance volumes / precomputed radiance transfer (IR/PRT), and voxel cone tracing (VCT) provide estimate methods, but require either special precomputation or hundreds to thousands of local point lights. In this dissertation, we introduce a new algorithm called the Scalable Spherical Harmonics Hierarchies (SSPHH) technique which produces a physically plausible estimate of both direct and indirect illumination by introducing spherical harmonic encoded local dynamic radiance maps, called spherical harmonic lights (SPHLs) which are sampled from low or high fidelity path traced radiance probes. Its advantages include small numbers of light probes and no additional requirements on geometry specification. Artists place spherical harmonic lights in a 3D environment. The SSPHH algorithm proceeds through four phases of initialization, visibility determination, radiance probe generation, and hierarchy construction. We use adjacency information to simulate light transport between radiance probes based on statistical measurement of visibility. We control the depth of light transport by sorting and limiting the number of adjacent nodes according to highest contribution. Finally, we contrast the SSPHH algorithm with the process of VPL, PRT, and VCT algorithms. Statistical and error analysis based on reference image comparison, and parameter optimization based on time analysis are also presented.