CSE274-Reports

Milestone1: Volumetric Self-Transfer for Real-Time Relighting

Project: Volumetric Precomputed Radiance Transfer (PRT) Date: February 10, 2026


1. Project Overview

My project implements a Volumetric Self-Transfer system inspired by Sloan et al.’s Precomputed Radiance Transfer (PRT). The goal is to achieve real-time relighting of participating media, specifically clouds or fog, under dynamic HDR environment maps. By decoupling light transport from the lighting environment, the expensive computation of volumetric self-shadowing is moved to an offline precomputation phase, enabling interactive lighting exploration at runtime.

2. Technical Implementation Progress

2.1 Ray Marching and Density Modeling (Completed)

I have implemented a GPU-based ray marcher within a fragment shader. The volume is defined by an analytic ellipsoid Signed Distance Function (SDF) with an exponential falloff to simulate a realistic “fuzzy” boundary. Light attenuation is calculated via the Beer-Lambert Law.

2.2 Image-Based Lighting via Spherical Harmonics (Completed)

To represent the infinite lighting of an HDR environment map, I utilize Spherical Harmonics (SH).

HDR Environment Map 1 for wooden studio:

SH Projection 1:

HDR Environment Map 2 for meadow:

SH Projection 2:

2.3 Volumetric Self-Transfer & PRT Core (Completed)

The core of the project involves precomputing a Transfer Function $T(p, \omega)$ for every voxel in a $64^3$ grid.

Self shadowing map:

Simple PRT:

Meadow:

Studio:


The system is currently fully interactive using ImGui. Any HDR-derived JSON file in the assets folder can be loaded at runtime to instantly change the lighting environment. I have also implemented debug modes to view the raw Transfer DC (self-shadow map) and PRT Raw (un-normalized) to verify the integrity of the 3D texture data.


4. Next Step: More realistic simulation and exploration

4.1 More realistic simulation

For the next phase, I plan to move beyond simple spheres to create realistic cloud and fog shapes using procedural noise. This will “carve” high-frequency details into the volume while still using my precomputed transfer data to keep rendering fast. I also intend to upgrade the lighting from static images to EXR sequences (like a sunset time-lapse).

4.2 Quantitative & Qualitative Evaluation

In the final stage, I also want to evaluate the trade-offs between voxel resolution and memory overhead by comparing $32^3$, $64^3$, and $128^3$ transfer grids. I also plan to conduct an SH order analysis to determine if 9 coefficients are sufficient for “peaked” lighting, such as sunsets, or if higher-order representations are required to capture sharper directional shadows.