{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,3]],"date-time":"2025-06-03T08:30:43Z","timestamp":1748939443264,"version":"3.37.3"},"reference-count":57,"publisher":"Springer Science and Business Media LLC","issue":"4","license":[{"start":{"date-parts":[[2020,10,31]],"date-time":"2020-10-31T00:00:00Z","timestamp":1604102400000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"},{"start":{"date-parts":[[2020,10,31]],"date-time":"2020-10-31T00:00:00Z","timestamp":1604102400000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":["Comput Game J"],"published-print":{"date-parts":[[2020,12]]},"DOI":"10.1007\/s40869-020-00116-2","type":"journal-article","created":{"date-parts":[[2020,10,31]],"date-time":"2020-10-31T18:02:45Z","timestamp":1604167365000},"page":"421-452","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":1,"title":["Realistic Lighting for Interactive Applications Using Semi-Dynamic Light Maps"],"prefix":"10.1007","volume":"9","author":[{"given":"Bekir","family":"\u00d6zt\u00fcrk","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-7685-5572","authenticated-orcid":false,"given":"Ahmet O\u011fuz","family":"Aky\u00fcz","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2020,10,31]]},"reference":[{"key":"116_CR1","unstructured":"Abrash, M. (2000). Quake\u2019s lighting model: Surface caching. Graphic programming black book ."},{"key":"116_CR2","doi-asserted-by":"publisher","DOI":"10.1201\/b22086","volume-title":"Real-time rendering","author":"T Akenine-Moller","year":"2018","unstructured":"Akenine-Moller, T., Haines, E., & Hoffman, N. (2018). Real-time rendering. London: AK Peters\/CRC Press."},{"key":"116_CR3","doi-asserted-by":"crossref","unstructured":"Bastos, R., Goslin, M. & Zhang, H. ( 1997). Efficient radiosity rendering using textures and bicubic reconstruction. In Proceedings of the 1997 symposium on interactive 3D graphics\u2019, I3D \u201997 (pp.\u00a071\u2013ff), ACM, New York, NY, USA.","DOI":"10.1145\/253284.253309"},{"key":"116_CR4","doi-asserted-by":"crossref","unstructured":"Baum, D.\u00a0R., Mann, S., Smith, K.\u00a0P. & Winget, J.\u00a0M. (1991). Making radiosity usable: Automatic preprocessing and meshing techniques for the generation of accurate radiosity solutions. In Proceedings of the 18th annual conference on computer graphics and interactive techniques\u2019, SIGGRAPH \u201991 (pp.\u00a051\u201360), ACM, New York, NY, USA.","DOI":"10.1145\/122718.122724"},{"issue":"2","key":"116_CR5","doi-asserted-by":"publisher","first-page":"36","DOI":"10.1109\/MM.2020.2971677","volume":"40","author":"J Burgess","year":"2020","unstructured":"Burgess, J. (2020). Rtx on\u2013the nvidia turing gpu. IEEE Micro, 40(2), 36\u201344.","journal-title":"IEEE Micro"},{"key":"116_CR6","doi-asserted-by":"crossref","unstructured":"Cabral, B., Olano, M. & Nemec, P. (1999). Reflection space image based rendering. In Proceedings of the 26th annual conference on computer graphics and interactive techniques (pp.\u00a0165\u2013170), SIGGRAPH \u201999, ACM Press\/Addison-Wesley Publishing Co., New York, NY, USA.","DOI":"10.1145\/311535.311553"},{"key":"116_CR7","doi-asserted-by":"crossref","unstructured":"Chen, H. & Liu, X. (2008). Lighting and material of halo 3. In ACM SIGGRAPH 2008 Games (pp.\u00a01\u201322).","DOI":"10.1145\/1404435.1404437"},{"key":"116_CR8","doi-asserted-by":"crossref","unstructured":"Cohen, M.\u00a0F., & Greenberg, D. P. (1985). The hemi-cube: A radiosity solution for complex environments. In Proceedings of the 12th annual conference on computer graphics and interactive techniques (pp.\u00a031\u201340), SIGGRAPH \u201985, ACM, New York, NY, USA.","DOI":"10.1145\/325334.325171"},{"issue":"3","key":"116_CR9","doi-asserted-by":"publisher","first-page":"26","DOI":"10.1109\/MCG.1986.276629","volume":"6","author":"MF Cohen","year":"1986","unstructured":"Cohen, M. F., Greenberg, D. P., Immel, D. S., & Brock, P. J. (1986). An efficient radiosity approach for realistic image synthesis. IEEE Computer Graphics and Applications, 6(3), 26\u201335.","journal-title":"IEEE Computer Graphics and Applications"},{"key":"116_CR10","doi-asserted-by":"crossref","unstructured":"Good, O., & Taylor, Z. (2005). Optimized photon tracing using spherical harmonic light maps. In ACM SIGGRAPH 2005 Sketches, SIGGRAPH \u201905. New York, NY, USA.","DOI":"10.1145\/1187112.1187175"},{"key":"116_CR11","unstructured":"Greene, N. (1986). Applications of world projections. In Proceedings of graphics interface and vision interface \u201986\u2019, GI + VI (pp.\u00a0108\u2013114), Canadian Information Processing Society, Toronto, Ontario, Canada."},{"key":"116_CR12","doi-asserted-by":"crossref","unstructured":"Habel, R., & Wimmer, M. (2010). Efficient irradiance normal mapping. In Proceedings of the 2010 ACM SIGGRAPH symposium on interactive 3D graphics and games (pp.\u00a0189\u2013195), I3D \u201910, ACM, New York, NY, USA.","DOI":"10.1145\/1730804.1730835"},{"key":"116_CR13","doi-asserted-by":"crossref","unstructured":"Hachisuka, T., & Jensen, H.W. (2009). Stochastic progressive photon mapping. In ACM Transactions on Graphics (TOG)\u2019 (Vol.\u00a028, p.\u00a0141), ACM.","DOI":"10.1145\/1618452.1618487"},{"key":"116_CR14","doi-asserted-by":"crossref","unstructured":"Hachisuka, T., Ogaki, S. & Jensen, H. W. (2008). Progressive photon mapping. In ACM transactions on graphics (TOG) (Vol.\u00a027, p.\u00a0130) ACM.","DOI":"10.1145\/1409060.1409083"},{"key":"116_CR15","unstructured":"Haeberli, P., & Segal, M. (1993). Texture mapping as a fundamental drawing primitive. In Fourth Eurographics workshop on rendering (Vol. 259, p.\u00a0266) Citeseer."},{"key":"116_CR16","doi-asserted-by":"crossref","unstructured":"Hakura, Z.\u00a0S., Snyder, J.\u00a0M. & Lengyel, J.\u00a0E. (2001). Parameterized environment maps. In Proceedings of the 2001 symposium on interactive 3D graphics (pp.\u00a0203\u2013208), I3D \u201901, ACM, New York, NY, USA.","DOI":"10.1145\/364338.364402"},{"key":"116_CR17","unstructured":"Hargreaves, S. & Harris, M. (2004). Deferred shading. In Game Developers Conference (Vol.\u00a02, p.\u00a031)."},{"key":"116_CR18","unstructured":"Heckbert, P. (1992). Discontinuity meshing for radiosity (pp.\u00a0203\u2013226)."},{"issue":"11","key":"116_CR19","doi-asserted-by":"publisher","first-page":"56","DOI":"10.1109\/MCG.1986.276672","volume":"6","author":"PS Heckbert","year":"1986","unstructured":"Heckbert, P. S. (1986). Survey of texture mapping. IEEE Computer Graphics and Applications, 6(11), 56\u201367.","journal-title":"IEEE Computer Graphics and Applications"},{"key":"116_CR20","doi-asserted-by":"crossref","unstructured":"Heckbert, P. S. (1990). Adaptive radiosity textures for bidirectional ray tracing. In Proceedings of the 17th annual conference on computer graphics and interactive techniques (pp.\u00a0145\u2013154) SIGGRAPH \u201990, ACM, New York, NY, USA.","DOI":"10.1145\/97879.97895"},{"key":"116_CR21","doi-asserted-by":"crossref","unstructured":"Heidrich, W., Daubert, K., Kautz, J. & Seidel, H.-P. (2000). Illuminating micro geometry based on precomputed visibility. In Proceedings of the 27th annual conference on computer graphics and interactive techniques (pp.\u00a0455\u2013464), SIGGRAPH \u201900, ACM Press\/Addison-Wesley Publishing Co., New York, NY, USA.","DOI":"10.1145\/344779.344984"},{"key":"116_CR22","doi-asserted-by":"crossref","unstructured":"Heidrich, W. & Seidel, H.-P. (1998). View-independent environment maps. In Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS workshop on graphics hardware (pp.\u00a039\u2013ff), HWWS \u201998, ACM, New York, NY, USA.","DOI":"10.1145\/285305.285310"},{"key":"116_CR23","unstructured":"Hoffman, N., & Mitchell, K. (2001). Real-time photorealistic terrain lighting. In Proceedings of the 2001 game developers conference, game developers conference."},{"issue":"3","key":"116_CR24","doi-asserted-by":"publisher","first-page":"54","DOI":"10.1109\/MCG.2003.1198263","volume":"23","author":"A Iones","year":"2003","unstructured":"Iones, A., Krupkin, A., Sbert, M., & Zhukov, S. (2003). Fast, realistic lighting for video games. IEEE Computer Graphics and Applications, 23(3), 54\u201364.","journal-title":"IEEE Computer Graphics and Applications"},{"key":"116_CR25","doi-asserted-by":"crossref","unstructured":"Jensen, H.\u00a0W. (1996). Global illumination using photon maps. In Proceedings of the Eurographics workshop on rendering techniques \u201996\u2019 (pp.\u00a021\u201330), Springer-Verlag, London, UK.","DOI":"10.1007\/978-3-7091-7484-5_3"},{"key":"116_CR26","doi-asserted-by":"crossref","unstructured":"Kaplanyan, A. & Dachsbacher, C. (2010). Cascaded light propagation volumes for real-time indirect illumination. In Proceedings of the 2010 ACM SIGGRAPH symposium on interactive 3D graphics and games (pp.\u00a099\u2013107).","DOI":"10.1145\/1730804.1730821"},{"issue":"2","key":"116_CR27","doi-asserted-by":"publisher","first-page":"16","DOI":"10.1145\/2451236.2451242","volume":"32","author":"AS Kaplanyan","year":"2013","unstructured":"Kaplanyan, A. S., & Dachsbacher, C. (2013). Adaptive progressive photon mapping. ACM Transactions on Graphics (TOG), 32(2), 16.","journal-title":"ACM Transactions on Graphics (TOG)"},{"key":"116_CR28","doi-asserted-by":"crossref","unstructured":"Kautz, J. (2004). Hardware lighting and shading: A survey. In Computer graphics forum (Vol.\u00a023, pp.\u00a085\u2013112), Wiley Online Library.","DOI":"10.1111\/j.1467-8659.2004.00007.x"},{"issue":"3","key":"116_CR29","doi-asserted-by":"publisher","first-page":"25:1","DOI":"10.1145\/1966394.1966404","volume":"30","author":"C Knaus","year":"2011","unstructured":"Knaus, C., & Zwicker, M. (2011). Progressive photon mapping: A probabilistic approach. ACM Transactions on Graphics, 30(3), 25:1\u201325:13.","journal-title":"ACM Transactions on Graphics"},{"key":"116_CR30","unstructured":"Kopylov, E., Khodulev, A. & Volevich, V. (1998). The comparison of illumination maps technique in computer graphics software. In Proceedings of of 8th international conference on computer graphics and visualization (pp.\u00a0146\u2013153)."},{"key":"116_CR31","doi-asserted-by":"crossref","unstructured":"Kristensen, A.\u00a0W., Akenine-M\u00f6ller, T. & Jensen, H.\u00a0W. (2005). Precomputed local radiance transfer for real-time lighting design. In ACM transactions on graphics (TOG) (Vol.\u00a024, pp.\u00a01208\u20131215), ACM.","DOI":"10.1145\/1073204.1073334"},{"key":"116_CR32","unstructured":"Larsson, D. (2010). Pre-computing lighting in games. In SIGGRAPH 2010 courses."},{"key":"116_CR33","unstructured":"Larsson, D. & Halen, H. (2009). The unique lighting of mirror\u2019s edge. In Game developers conference (Vol.\u00a01)."},{"issue":"6","key":"116_CR34","doi-asserted-by":"publisher","first-page":"635","DOI":"10.1007\/s00371-012-0682-3","volume":"28","author":"Y Li","year":"2012","unstructured":"Li, Y., Zhou, G., Li, C., Qiu, X., & Wang, Z. (2012). Adaptive mesh subdivision for efficient light baking. The Visual Computer, 28(6), 635\u2013645.","journal-title":"The Visual Computer"},{"key":"116_CR35","doi-asserted-by":"crossref","unstructured":"Luksch, C., Tobler, R.\u00a0F., Habel, R., Schw\u00e4rzler, M. & Wimmer, M. (2013). Fast light-map computation with virtual polygon lights. In Proceedings of the ACM SIGGRAPH symposium on interactive 3D graphics and games (pp.\u00a087\u201394), I3D \u201913, ACM, New York, NY, USA.","DOI":"10.1145\/2448196.2448210"},{"key":"116_CR36","unstructured":"Luksch, C., Wimmer, M. & Schw\u00e4rzler, M. (2019). Incrementally baked global illumination. In Proceedings of the ACM SIGGRAPH symposium on interactive 3D graphics and games (pp.\u00a04:1\u20134:10), I3D \u201919, ACM, New York, NY, USA."},{"key":"116_CR37","doi-asserted-by":"crossref","unstructured":"Mara, M., Luebke, D., & McGuire, M. (2013). Toward practical real-time photon mapping: Efficient gpu density estimation. In Proceedings of the ACM SIGGRAPH symposium on interactive 3D graphics and games (pp. 71\u201378), ACM.","DOI":"10.1145\/2448196.2448207"},{"key":"116_CR38","unstructured":"Martindale, J. (2020). Here are all the games that support Nvidia\u2019s RTX ray tracing."},{"key":"116_CR39","doi-asserted-by":"crossref","unstructured":"Meyer, A. & Loscos, C. (2003). Real-time reflection on moving vehicles in urban environments. In Proceedings of the ACM symposium on virtual reality software and technology (pp.\u00a032\u201340), VRST \u201903, ACM, New York, NY, USA.","DOI":"10.1145\/1008653.1008662"},{"key":"116_CR40","unstructured":"Miller, G.S. & Hoffman, C. R. (1984). Illumination and reflection maps. In ACM SIGGRAPH 1984 course notes, SIGGRAPH \u201984."},{"key":"116_CR41","doi-asserted-by":"crossref","unstructured":"Mitchell, J., McTaggart, G., & Green, C. (2006). Shading in valve\u2019s source engine. In ACM SIGGRAPH 2006 Courses, SIGGRAPH \u201906 (pp. 129\u2013142). New York, NY.","DOI":"10.1145\/1185657.1185832"},{"key":"116_CR42","doi-asserted-by":"publisher","first-page":"389","DOI":"10.1007\/978-3-642-87825-1_28","volume-title":"Photorealistic rendering techniques","author":"K Myszkowski","year":"1995","unstructured":"Myszkowski, K., & Kunii, T. L. (1995). Texture mapping as an alternative for meshing during walkthrough animation. In G. Sakas, S. M\u00fcller, & P. Shirley (Eds.), Photorealistic rendering techniques (pp. 389\u2013400). Heidelberg: Springer."},{"key":"116_CR43","unstructured":"Nvidia (2004). Improve batching using texture atlases, sdk white paper."},{"key":"116_CR44","unstructured":"O\u2019Conor, K. & Blommestein, J. (2012). Lighting the open world of new york zero for prototype 2. In ACM SIGGRAPH 2012 Talks\u2019, SIGGRAPH \u201912 (pp.\u00a034:1\u201334:1), ACM, New York, USA."},{"key":"116_CR45","volume-title":"Physically based rendering: From theory to implementation","author":"M Pharr","year":"2016","unstructured":"Pharr, M., Jakob, W., & Humphreys, G. (2016). Physically based rendering: From theory to implementation. New York: Morgan Kaufmann."},{"key":"116_CR46","doi-asserted-by":"crossref","unstructured":"Ramamoorthi, R. & Hanrahan, P. (2001). An efficient representation for irradiance environment maps. In Proceedings of the 28th annual conference on computer graphics and interactive techniques\u2019, SIGGRAPH \u201901 (pp.\u00a0497\u2013500), ACM, New York, NY, USA.","DOI":"10.1145\/383259.383317"},{"issue":"4","key":"116_CR47","doi-asserted-by":"publisher","first-page":"281","DOI":"10.1561\/0600000021","volume":"3","author":"R Ramamoorthi","year":"2009","unstructured":"Ramamoorthi, R., et al. (2009). \u2018Precomputation-based rendering\u2019, Foundations and Trends\u00ae. Computer Graphics and Vision, 3(4), 281\u2013369.","journal-title":"Computer Graphics and Vision"},{"key":"116_CR48","unstructured":"Sa\u2019dyah, H., Fathoni, K., Basuki, D.\u00a0K. & Basofi, A. (2018). The fundamental topics of static global illumination algorithms for 3d games. In 2018 IEEE 3rd international conference on communication and information systems (ICCIS)\u2019 (pp.\u00a0237\u2013241)."},{"issue":"3","key":"116_CR49","doi-asserted-by":"publisher","first-page":"193","DOI":"10.1016\/j.cag.2011.12.001","volume":"36","author":"H Sch\u00e4fer","year":"2012","unstructured":"Sch\u00e4fer, H., S\u00fc\u00dfmuth, J., Denk, C., & Stamminger, M. (2012). Memory efficient light baking. Computers and Graphics, 36(3), 193\u2013200. Novel Applications of VR.","journal-title":"Computers and Graphics"},{"issue":"3","key":"116_CR50","doi-asserted-by":"publisher","first-page":"382","DOI":"10.1145\/882262.882281","volume":"22","author":"P-P Sloan","year":"2003","unstructured":"Sloan, P.-P., Hall, J., Hart, J., & Snyder, J. (2003). Clustered principal components for precomputed radiance transfer. ACM Transactions on Graphics (TOG), 22(3), 382\u2013391.","journal-title":"ACM Transactions on Graphics (TOG)"},{"key":"116_CR51","doi-asserted-by":"crossref","unstructured":"Sloan, P.-P., Kautz, J. & Snyder, J. (2002). Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments. In ACM transactions on graphics (TOG), (Vol.\u00a021, pp.\u00a0527\u2013536), ACM.","DOI":"10.1145\/566654.566612"},{"key":"116_CR52","doi-asserted-by":"crossref","unstructured":"Tsai, Y. -T. & Shih, Z. -C. (2006). All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation. In ACM Transactions on graphics (TOG), (Vol.\u00a025, pp.\u00a0967\u2013976), ACM.","DOI":"10.1145\/1141911.1141981"},{"key":"116_CR53","unstructured":"Verbeiren, D. & Lecluse, P. (2010). Optimizing 3D applications for platforms based on intel\u00ae atom$$^{{\\rm TM}}$$ processor, white paper."},{"key":"116_CR54","doi-asserted-by":"crossref","unstructured":"Voorhies, D. & Foran, J. (1994). Reflection vector shading hardware. In Proceedings of the 21st annual conference on computer graphics and interactive techniques, SIGGRAPH \u201994 (pp.\u00a0163\u2013166), ACM, New York, NY, USA.","DOI":"10.1145\/192161.192193"},{"key":"116_CR55","doi-asserted-by":"publisher","first-page":"127","DOI":"10.1201\/b16721-10","volume":"5","author":"N Vos","year":"2014","unstructured":"Vos, N. (2014). Volumetric light effects in killzone: Shadow fall. GPU Pro, 5, 127\u2013147.","journal-title":"GPU Pro"},{"key":"116_CR56","unstructured":"Wald, I., Usher, W., Morrical, N., Lediaev, L. & Pascucci, V. (2019). Rtx beyond ray tracing: Exploring the use of hardware ray tracing cores for tet-mesh point location. In Proceedings of high performance graphics."},{"issue":"1","key":"116_CR57","doi-asserted-by":"publisher","first-page":"52","DOI":"10.1145\/357332.357335","volume":"3","author":"H Weghorst","year":"1984","unstructured":"Weghorst, H., Hooper, G., & Greenberg, D. P. (1984). Improved computational methods for ray tracing. ACM Transactions on Graphics, 3(1), 52\u201369.","journal-title":"ACM Transactions on Graphics"}],"container-title":["The Computer Games Journal"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s40869-020-00116-2.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/article\/10.1007\/s40869-020-00116-2\/fulltext.html","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s40869-020-00116-2.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2020,11,9]],"date-time":"2020-11-09T13:27:54Z","timestamp":1604928474000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/s40869-020-00116-2"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,10,31]]},"references-count":57,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2020,12]]}},"alternative-id":["116"],"URL":"https:\/\/doi.org\/10.1007\/s40869-020-00116-2","relation":{},"ISSN":["2052-773X"],"issn-type":[{"type":"electronic","value":"2052-773X"}],"subject":[],"published":{"date-parts":[[2020,10,31]]},"assertion":[{"value":"22 May 2020","order":1,"name":"received","label":"Received","group":{"name":"ArticleHistory","label":"Article History"}},{"value":"15 October 2020","order":2,"name":"accepted","label":"Accepted","group":{"name":"ArticleHistory","label":"Article History"}},{"value":"31 October 2020","order":3,"name":"first_online","label":"First Online","group":{"name":"ArticleHistory","label":"Article History"}},{"order":1,"name":"Ethics","group":{"name":"EthicsHeading","label":"Compliance with Ethical Standards"}},{"value":"Authors declare that they have no conflict of interest.","order":2,"name":"Ethics","group":{"name":"EthicsHeading","label":"Conflict of interest"}}]}}