Using Realistic Lighting in Modern Graphics Applications
The use of 3D graphics on workstations and PCs becomes increasingly important
for modern graphics applications. Also the use of 3D virtual environments on the
Internet, e.g. using the VRML standard, is promising to be a great success. In all of
these applications, realistic lighting is an important feature to obtain a realistic, and
thus convincing, impression of 3D objects and complete virtual environments. This
tutorial concentrates on the practical aspects of using realistic lighting in modern
The tutorial in intended for anyone who must deal with realistic lighting in 3D
graphics applications, particularly developers, managers, and researchers who wish
to gain a closer understanding of the di erent aspects of realistic lighting and how
it can be applied in the context of their applications.
The range of topics covered by this tutorial is very broad, trying to bridging
the gap between current research and the use of these techniques in modern ap-
plications. The aim of this tutorial is to give an overview about the techniques
that are available, point out current trends and developments, discuss practical and
implementation issues, and describe the use of this technique in applications.
As a basis for the later presentations, we cover the basic mathematical and
physical formulation of realistic lighting computations, and give an overview of
the state-of-the-art. We then discuss in more detail the class of hierarchical and
multi-resolution techniques, which are the basis for the most e cient algorithms
we have available. Other topics covers the problem of creating a consistent and
open software architecture for the implementation of realistic lighting computations
in applications, and discuss the integration with traditional rendering techniques.
Finally, we present and discuss the use of realistic lighting in a number of graphics
applications, ranging from architecture to the problems in lighting design when
combining real and virtual environments, including a discussion of the issues of
lighting computations in complex scenes and adaptive control of the simulation.